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64/128 VIEW
Define your computing goals.
Then see if your computer—dinosaur
or not—can get the job done.
Tom Netsel
ake time to flip through
the pages that surround
Gazette in this issue,
and you'll see a section
comparing the latest Super
VGA monitors and accelera-
tor cards.
If you're impressed by
the sweeping changes in
monitors, try keeping
abreast of the latest features
packed into computers them-
selves. One COMPUTE edi-
tor is planning to buy a PC
for use at home, but just as
he decides on a system,
something newer and faster
pops over the silicon hori-
zon. Prices are dropping,
but buying a new system is
still a major investment. Like
any consumer, this editor
would hate to decide on a
computer, fork over the
cash, and then find a new im-
proved model hitting the
streets a few days later.
The PC market is volatile.
What's new and hot today
soon becomes yesterday's
technology. As Bill Ihlenfeldt
said recently in the The Wall
Street Journal, “| bought the
latest computer; it came com-
pletely loaded. It was guar-
anteed for 90 days, but in
30 days it was outmoded.”
| spotted something simi-
lar the other day as |
browsed through some user
group newsletters. | came
across an article written by
Bjo Ashwill in “The Comput-
er Group” of Eugene, Ore-
gon. Ashwill, in a vein simi-
lar to his Journal col-
league's, made a tongue-in-
cheek gibe about the way to-
day’s technology changes
so rapidly. He mentioned
his old laptop computer. Peo-
ple called his six-pound lap-
top a dinosaur, a mere 8086
with a 20-meg hard drive,
poking along at a pedestri-
an 8 MHz. “You couldn't
prove it by me,” Ashwill
said. “I’m still starry-eyed
about my Commodore 64.”
Ashwill knows how easy it
is to get carried away by
new toys and the latest
megaspeed gizmo. SVGA
monitors may appeal to
many enthusiasts, but many
64 owners still don't own
monitors. They hook their
computers to TV sets.
No matter how unglamor-
ous the 64 may seem when
compared to today's elec-
tronic speedsters, the little 8-
bitter still gets the job done.
That point was illustrated
nicely by Max P. Feld, who's
one of the Miami Individuals
with Commodore Equipment
(M.I.C.E.). He wrote in
“M.I.C.E. News” about a
member who was having
trouble with her securities
program. It wouldn't pro-
duce the financial data she
needed. Group members rec-
ommended that she define
her goals and then look for
a way to accomplish them.
Instead of trying to coax per-
tinent data from a fancy but
temperamental program,
they suggested she use a
simple spreadsheet to ac-
complish the task.
Feld sees a lesson in this
for all of us. “What do we ex-
pect to get out of our comput-
ers?” he asks. “Just why do
we use the 64 or 128?”
Once we ask ourselves
these questions and define
Our computing goals, we
should take another look at
our 64s and 128s. They may
not be today's pride of Sili-
con Valley, but can they still
handle our needs? If so, it
might come as a surprise to
discover that our 64s and
128s are not the dinosaurs
some folks say they are. 0
GAZETTE
64/128 VIEW G-1
So it's a dinosaur! Your 64 still works, doesn't it?
By Tom Netsel.
FEEDBACK G-2
Questions and comments from our readers.
BURIED TREASURE G-6
It may take a little digging to find them, but some
public domain programs can be real gems.
By Henning Vahlenkamp.
REVIEWS G-12
Teenage Mutant Ninja Turtles—The Arcade Game,
The Simpsons Arcade Game, S.E.C. Check Register.
PROGRAMMER’S PAGE G-17
To be a hot programmer, learn how your 64 works.
By Randy Thompson.
BEGINNER BASIC G-18
Build this simple device to control appliances.
By Larry Cotton.
MACHINE LANGUAGE G-20
Create unusual screen effects. By Jim Butterfield.
WORLD VIEW G-21
Here's the latest Commodore news from the U.K.
By Steve Jarratt. "
GEOS G-22
Old and new GEOS products. By Steve Vander Ark.
D’IVERSIONS G-24
Body language speaks volumes. By Fred D'Ignazio.
PROGRAMS
SuperWindows G-25
Revelation G-26
Formatted List G-28
Blanker G-29
SuperSave G-31
Balloon Pop G-32
Sub Attack Il G-34
Tag It G-37
AUGUST 1992 COMPUTE
GA
G-2
Questions and
answers about
machine
language monitors,
memory
limitations, and
printouts of
program listings
FEEDBACK
Monitor or MLX?
What is the difference be-
tween a machine language
monitor and MLX, the Gazette
utility program that we use for
entering machine language
programs? | have noticed
that with a monitor we must en-
ter eight codes, but in MLX
we must enter nine codes.
MAURIZIO GEREVAS!
QUITO, ECUADOR
A machine language monitor
is a versatile program for en-
tering and editing raw comput-
er code. Its main feature is an
assembler for writing pro-
grams in assembly language.
LDA #$41 load the accumulator
register with the value
65 ($41)
JSR $FFD2 ;jump to the subrou-
tine for printing the
accumulator value
For example, the code
above is a simple two-line as-
sembly program for printing
the letter A. (The text follow-
ing the semicolons consists of
remarks and isn't part of the
code.)
The assembler takes these
mnemonic instructions and
turns them into machine
code, a set of numbers that
tells the processor what to
do. LDA #$41 is converted to
the numbers 169 and 65 ($A9
and $41) and JSR $FFD2 be-
comes 32, 210, and 255
($20, $D2, and $FF). In addi-
tion io letting you write assem-
bly language programs, a ma-
chine language monitor can
move blocks of code, search
for a specific string of values
in memory, and display the
assembly language equiva-
lent of machine language.
It also does one more
thing. It can perform a hex
dump. A hex dump displays
the hexadecimal values in
memory and allows you to al-
ter them. In a sense, the MLX
program works in the same
COMPUTE AUGUST 1992
manner as a hex dump. The
difference is that MLX works
with specific program data,
while the monitor hex dump
deals with data in a direct
and raw form. Like the 40-col-
umn machine language moni-
tor, the 40-column MLX dis-
plays eight bytes at a time,
too. The ninth byte is a check-
sum, helping to ensure that
the real program data in the
other eight bytes was correct-
ly entered. If you use the hex
dump capability of a machine
language monitor to enter
MLX program listings from Ga-
zette, just ignore the ninth (fi-
nal) character in each row.
Out of Memory
For the past few years | have
been using a program called
Free-Form Filer (June 1987).
It has worked without a flaw
since | first typed it in until
now. When | try to add anoth-
er file, | get a message that
states | am low on memory.
Checking the disk directory, |
notice that | have 11 blocks
of another program, 152
blocks of the Free-Form Filer
program, and 501 blocks of
free space. How can |
change the program in order
to use the remaining blocks
on the disk?
G.P. WINDAU
FOSTORIA, OH
It’s true that you have 152
blocks of memory remaining
on the disk, but you have ex-
hausted your computer's mem-
ory. Free-Form Filer grows it-
self each time you add a re-
cord, and you must load the
entire program each time you
use it. After five years, you
have added enough material
to fill the 64's memory.
If you notice your opening
screen when you first turn on
your 64, it says you have
38911 BASIC bytes of free
memory. Now load your ver-
sion of Free-Form Filer, but do
not run it. Once the program
has loaded, enter the follow-
ing to determine how much
RAM you have remaining.
FRE(0) - (FRE(0)<0) * 65536
You should see that you have
less than 2K of free memory.
You can add a few more
files, but you've just about
pushed the 64 to its memory
limit with all the records that
you've added over time. You
might consider either break-
ing up your file into smaller
sections or deleting records
that you no longer need.
Remember, you must use
a separate copy of Free-
Form Filer for each database
you create, and you can use
only one copy of the program
on a disk. | hope you saved a
master copy that contains no
data. You can then use it to
create working copies on any
number of disks.
BASIC Printouts
| wish to point out a serious
oversight which occurred in
the December 1991 “Feed-
back.” The published tip for
skipping folds in fanfold pa-
per will not work with
MPS801, MPS803, and 1525
printers. These printers do not
support paging. Six years
ago, Gazette offered a solu-
tion for skipping folds in com-
puter paper that works with
these printers. Check out List
Pager, December 1985. | use
this utility with my MPS803,
and it works great.
RANDY CLEMMONS
SAN DIEGO, CA
Thanks for the reminder, Ran-
dy. Readers who don't have
access to that back issue
may want to try a similar utili-
ty that’s found in this issue.
It’s a type-in program called
Formatted List. It's also avail-
able on this month's Gazette
Disk, which can be ordered
for $9.95 plus $2.00 shipping
and handling.
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Here’s a way to
detect modes
of operation on any
Commodore
8-bit computer, and a
G4
look at what's
happening while a
program runs.
FEEDBACK
Mode Detection
You recently had a letter in
“Feedback” (April 1992) ask-
ing how to distinguish be-
tween the various 128 modes
of operation. | have compiled
a list of PEEKs that can distin-
guish between most 8-bit Com-
modore computers. (See ta-
ble printed at right.)
Location 65288 is the
place to start. This location
can distinguish between all
the major variations of the dif-
ferent machines. After deter-
mining the variation, you can
then find out the specific
ROM version it is using by
checking other locations. Be-
cause of hardware and soft-
ware considerations native to
certain machines, you must
first poke in the values at the
bottom of the table before
peeking the addresses listed
for those machines.
WILLIAM LEVAK
ANN ARBOR, MI
All at Once
I've tried and tried to figure
out how you can play music
in the background, move
sprites around the screen, ani-
mate background sprites,
and read a user's joystick all
at once in BASIC. It seems im-
possible. Is machine lan-
guage needed?
JON LANE
PLANT CITY, FL
Computer games might seem
to be doing many things at
once, but they're actually do-
ing only one thing at a time.
It's just that they do things
quickly. Computers follow in-
structions sequentially.
To give your program the
appearance of simultaneous
action, you need to plan
ahead. Separate the actions in-
to subroutines. An IF-THEN
statement can decide wheth-
er or not you want to use
GOSUB to go to the appropri-
ate routine. It might help to
write the conditions and their
COMPUTE AUGUST 1992
BASIC Version
Address
47727 50003 50575 58480 65288 65408
SX-64
PLUS/4
C128
161
148
238 169 64
238 169 64
72 6 167
72 6 167
170 170 170
170 170
170 170
170 170
16 100
722
147
149
149
149
149
255
723
Pah) Ales)
‘ POKE 1018,173; POKE 1021,133: POKE 1022,2: POKE 1023,96
POKE 1019,143;POKE 1020,197:SYS 1018:PRINT PEEK(2)
2 POKE 599,15
3 POKE 981,15
consequences in plain Eng-
lish. For example, if the fire but-
ton is pressed, then launch
missile and set the missile
flag. If the joystick moves,
then move the ship sprite. If
one second has passed,
then play another note of the
song. If the missile flag is set,
then move the missile sprite
again. Repeat the loop.
First, you check for the joy-
stick fire button. If it’s
pressed, use GOSUB to go to
the appropriate routine. If it's
not pressed, forget about
launching the missile until the
next time through the loop.
Once you've launched the mis-
sile, you want it to continue
moving, which is the reason
for the missile flag. Next,
PEEK the joystick to see if the
player wants to move. If so, up-
date the ship's position.
Third, check the jiffy clock,
the variable TI or TI$, to see
how much time has gone by.
If a second (or whatever time
period you've chosen) has
passed, play the next note of
the song. Next, if the flag is
still set, move the missile
sprite. Then go back and do
it all again.
The program loops around
and around, taking necessary
actions one at a time. The
computer works quickly, and
if the individual actions are co-
ordinated, they appear to hap-
pen simultaneously.
By the time you create a
few more subroutines to
make your game more playa-
ble, the computer will have to
execute numerous instruc-
tions. Converting these instruc-
tions from BASIC can take too
much time for a fast-paced
game. If you want speed, it's
a good idea to switch to ma-
chine language.
Another technique, which
is even closer to simultaneous
action, requires an intermedi-
ate-to-advanced knowledge
of machine language. Sixty
times a second, the computer
stops what it's doing and re-
draws the image on the
screen. The main program is
being constantly interrupted.
Using a wedge, or redirec-
tion, you can divert the inter-
rupt to your own ML program,
which could play music,
move sprites, or whatever you
choose. Such interrupt-driven
routines are sometimes diffi-
cult to implement but can be
very effective. a
COMPUTE fi NET
About COMPUTE/NET Welcome othe grand opening of
COMPUTE/NET. A wealth of
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G6
PUBLIC DOMAIN SOFTWARE IS A LOT LIKE PIRATE TREASURE.
ITS FREE FOR THE TAKING, BUT YOU'LL
HAVE TO DO ALOT OF DIGGING BEFORE YOU FIND THE GEMS.
BURIED TREASURE
he wealth of public domain
and shareware programs avail-
able to 64 and 128 users can
be accurately referred to as
buried treasure. Thousands upon
thousands of these programs
have been written over the years,
and they span the spectrum from
entertainment to productivity.
Best of all, these programs are
available for the taking.
Unfortunately, many 64/128 us-
ers don’t take advantage of these
programs, since the sheer volume
of them makes it difficult to sepa-
rate the gems from the duds. Also,
like finding buried treasure left by
pirates of yesteryear, locating
these treasures can sometimes be
a problem.
In this article, you'll find a sur-
vey of what I've found to be excel-
lent public domain and shareware
programs. Don't simply take my
word for it, however; download
some of these programs and try
them for yourself. Plus, I'll show
you where and how to dig up
some of these treasures as well.
PD or SW?
First, let's clarify our terms. A pub-
lic domain (PD) program is one
which you can use and distribute
freely. It’s also the oldest type of
noncommercial software available
to the public. Like PD programs,
shareware (SW) can be freely dis-
tributed, but the author requests a
donation (usually a modest one) if
you find the software useful. In
many cases, SW authors will pro-
vide enhanced versions, written
COMPUTE AUGUST 1992
BY HENNING VAHLENKAMP
documentation, and updates to us-
ers in return for payment.
Software Sources
Both PD and SW programs are
more readily available than you
might think. For instance, most ma-
jor online services have enormous
selections of Commodore soft-
ware. The only charge for the pro-
grams is the service’s connect-
time charge. Many services have
a listing of available programs
that you can download to get an
idea of what's available. Others
may have a printed catalogue. If
you need a program to do a spe-
cific job, leave a message online,
and someone will probably offer a
suggestion or two.
Local BBSs and user groups al-
so can be treasure troves of won-
derful programs. Even if a BBS is
running on an Amiga or IBM, it
may have a large selection of PD
and SW programs for the 64 and
128. Most user groups have hun-
dreds of programs available, charg-
ing only a modest fee to cover the
cost of the disk.
Downloading more than a few
programs from a local BBS can
take quite some time, even at
2400 bps. Connect charges for on-
line services and telephone bills
for long-distance calls to BBSs
can add up. If you're looking for a
large number of programs to
build your library in a hurry, mail-
order disk services may make
more sense. Disk services typical-
ly offer hundreds of PD and SW
disks at reasonable prices. The on-
ly downside is that their collections
are rarely as up-to-date as those
of networks and BBSs. Check the
listing at the end of this article for
several popular commercial sourc-
es for PD and SW programs.
Best of the Bunch
Now that we've touched on where
to find programs, here are some
outstanding ones to watch for.
Since a significant number of PD
and SW programs are of high qual-
ity, it’s impossible to mention all of
the outstanding ones in one arti-
cle. Nevertheless, I've selected sev-
eral in a variety of categories that
are among the best. They are def-
initely worth having. Now, on to
the treasure!
CREATIVITY
Demo Designer 2
If you've ever wanted to make a
professional-quality graphics and
sound demo on your 64, Demo De-
signer 2 is an excellent choice.
First, you select a font and musical
selection from the many available
ones and enter a Koala picture file-
name. Next, write your scrolling
message with the built-in editor.
Your stand-alone demo is then
saved to disk. What could be eas-
ier than that?
Fun Graphics Machine V3.42
Fun Graphics Machine is unique
SW for the 64. It’s a powerful mono-
chrome hi-res graphics editor, not
a paint program. FGM features the
ability to use Print Shop graphics,
text fonts, rotation and flipping, reduc-
tion and enlargement, reversing, scroll-
ing, and rudimentary drawing. The fin-
ished product can be exported to a
paint program for further embellish-
ment.
Graphics Assault System
GAS (by COMPUTE’s Bruce Bowden)
provides more graphics-manipulation
capabilities. This useful PD program
can compress, magnify, flip, rotate,
scroll, diagonally shift, and invert hi-
res and multicolor pictures. Best of all,
it can convert hi-res to multicolor and
vice versa. GAS is available in sepa-
rate 64 and 128 40-column versions. If
you're into graphics, you must have
this one.
DEMOS
Batmania
This outstanding demo was inspired
by the Batman movie of a few years
ago. Batmania begins with an introduc-
tion to the dark knight and then erupts
with a wonderfully arranged sound-
track from the movie. Minor animation
plus topnotch graphics add the finish-
ing touches to this fine demo.
EI Gato
You need a 1764 or 1750 REU to run
El Gato, an animation of a cat. The cat
is shown walking in a rectangular
plane, which simultaneously rotates
about a vertical axis. This produces a
realistic 3-D effect. Pressing various
keys lets you change the speed of the
animation. PD versions of this 141K pro-
gram are available for both the 64 and
the 40-column 128.
Eyesoteric
What makes this PD program for the
64 unique is the subject. A large eye
opens and closes as it bounces
around the screen. Other spheres
bounce, too, resulting in 20 sprites on-
screen at once—an amazing accom-
plishment! The music has a nice high-
tech sound to it.
Juggler
Perhaps the finest 64 animation ever
done, Juggler is based on the famous
Amiga animation of the same name.
Run this PD program on your 64, and
you'll see a robotic figure standing on
a checkerboard floor, juggling three re-
flective glass spheres. Numerous su-
perb multicolor frames make this animat-
ed demonstration appear almost as
impressive as its Amiga predecessor.
Outspace
Upon loading this PD program for the
64, you'll be treated to a graphics and
G-8 COMPUTE AUGUST 1992
sound extravaganza. Highlights in-
clude impressive use of sprites and ras-
ter interrupts, creating all sorts of move-
ment. On the final screen is an astro-
naut/alien backed up by superb digit-
ized music. You can select a picture
and music with a joystick.
Reticulate
This PD program for the 64 does the
seemingly impossible. It presents an
unprecedented 320 x 400 pixel inter-
lace on the composite screen. The ef-
fect isn't fake, and interlace flickering
is no worse than on the Amiga. A vari-
ety of great pictures can be loaded by
pressing the space bar after the intro-
ductory screen. The program won't run
from a 1581 because of its custom
fastloader. The music is excellent as
well. A must-have!
Space Movie
Space Movie is another classic demo
for the 64. Although small in size (43
blocks), it's a lengthy minimovie with
an equally long soundtrack. It consists
of a tribesman beating a drum while a
space drama with aliens unfolds on the
other side of the screen. All of this is in
rhythm with the music.
Swinth
Swinth is by far the most well-known 64
demo of all. A combination of Swish
and Synth Sample, it features a color-
ful, symmetrical kaleidoscope of lines
synchronized to music. Most parame-
ters such as colors, display attributes,
and music are user-selectable. Viewing
it is a relaxing, almost hypnotic, experi-
ence that you shouldn't miss.
GAMES
128 Invaders
Taking advantage of the 128's often ne-
glected 80-column screen, 128 Invad-
ers, a Space Invaders clone, delivers a
lot of fun. This PD game also features
smooth animation and full color! Al-
though the theme is nothing new, its im-
plementation makes 128 Invaders
shine.
Adventure /80
Here's another superb 80-column PD
game. Players can look forward to an
excellent condensed version of the orig-
inal mainframe Adventure game by Wil-
liam Crowther. All the key elements are
preserved in this text journey through
Colossal Cave. Fans of the Infocom
classics will especially like this one.
Ceviuz
Ceviuz is an automated helicopter as-
signed to dangerous missions. With it
you fly over large, detailed landscapes
while avoiding enemy fire. Program op-
tions in this SW package for the 64 in-
clude three day or night missions, sev-
eral levels, high-score saves, an inde-
structible mode, and a terrain editor for
added replay value.
Krakout
Krakout, a commercial-quality game, at
least equals its inspiration, Arkanoid.
Distinguishing this PD 64 program are
great graphics and sound, real playabil-
ity, and a multitude of options such as
bat speed, ball speed, number of
bats, and type of background. This
one’s a winner.
Mah-Jongg
Mah-Jongg is a high-quality clone of
Shanghai by Activision. The object of
this 128 PD game is to remove all the
tiles by clicking on matching pairs
with the onscreen pointer. This ancient
Chinese game is addicting and re-
quires good strategy. It runs in 40-col-
umn mode and supports a joystick or
mouse.
Qix
This PD clone of a Taito hit scores
high marks for fun with a 64. You
guide a diamond and try to cut off sec-
tions of the screen to trap the enemy in
the smallest space possible. You must
also avoid two little bugs that try to get
you. The time limit makes Qix all the
more challenging.
Rotations!
Once again, a commercial game (Te-
tris) inspires a good PD clone for the
64. In Rotations!, you manipulate differ-
ent falling pieces to form horizontal
lines on the playfield. Graphics are
clean, multiple levels add challenge,
and the pause feature comes in handy.
GEOS
Blue Pencil
If you do a lot of writing at home,
school, or work, you need Blue Pencil,
a PD program for the 64, It's a com-
plete geoWrite document analyzer
that counts words, sentences, para-
graphs, pages, and graphics. Plus, it
figures a variety of averages to help
you analyze your writing. The only short-
coming is that it has trouble working
with very large documents.
Combiner
Combiner is a SW program that lets
you combine two geoWrite documents
in many different ways. If you’re work-
ing on one document, for example, a
second document can be appended
to it, inserted, or merged as part of
your original document. Versatility and
Keep our
efforts from
floundering.
People with chronic lung disease are fighting for
every breath. Your help can keep them afloat. |
LUNG
ASSOCIATION”
The Christmas Seal People®
It’s a matter of life and a; AMERICAN
Space contributed by the publisher as a public service.
» Yes, save time and money! Subscribe to the Gazette
Disk and get all the exciting, fun-filled Gazette pro-
grams for your Commodore 64 or 128—already on
disk!
Subscribe today, and month after month you'll
get all the latest, most challenging, and fascinating
programs published in the corresponding issue of
COMPUTE.
New on the Gazette Disk! In addition to the
programs that appear in the magazine, you'll also
get outstanding bonus programs. These programs,
which are often too large to offer as type-ins, are
available only on disk—they appear nowhere else.
As another Gazette Disk extra, check out
SOFTWARE
CLOSEOUTS
For Commodore 64 & 128
‘STRATEGIC SIMULATIONS INC. (SS!) S19.50EACH
Typhoon of Steel, War of the Lance, Curse of
Azure Bonds, Pool of Radiance, Countdownto
Doomsday, Battles of Napoleon, TonyLaRussa
Baseball, B-24, Roadwar 2000, Hillsfar, First
over Germany, Heroes of Lance, Pro-Tour Golf,
Battle for Normandy, Dragons of Flame or
Dragonstrike.
MICROPROSE& MICROPLAY .....
Acrojet, Destroyer Escort, Netherworld, Rick
Dangerous, Top Gunner, Xenophobe, Crusadein
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in Vietnam, Stunt Track Racer, 3D Pool, F-15
Strike Eagle, Airborne Ranger, or Pirates!
JAVALONHILLGAMECOMPANY .
Under Fire, MacBeth, Wooden Ships & Iron Men,
Ripper!, Tsushima, Stocks & Bonds, Dr. Ruth,
Parthian Kings, Jupiter Mission 1999,T.A.C.,
lLegionnaire, Tournament Golf, Maxwell Manor,
‘Statis-Pro Baseball, Gulf Strike, Darkhorn,
Guderian, Mission on Thunderhead, Panzers East,
ISuper Sunday, or Panzer Jagd,
IINFOCOM BARGAINS,
iStarcross, Suspended, Zo
| MOREGREATDEALS!!!!!!
Printed Word or The Tool, by Valueware
Partner 128 (cartridge for C/128 onh
SS.DOEACH
‘or3, or Deadline.
, JAssembler, by Commodore
Killed Until Dead, Hardball, Dambusters, Ace of
Aces, Fight Night, or Jet Boys.
|, Bubble Bobble, Oix,
Operation Wolt, Ramboll!, Rastan or Renegade.
ACTIVISION BARGAINS . $5.00 EACH
Toy Bizarre, Mindshadow, H.E.R.0., Crossbow.
Championship Baseball, Zenji or Powerdrift.
ACTIVISION PREMIUM TITLES ‘S14.50EACH
Gee Bee Air Rally, Aliens, Ghostbusters II,
Maniac Mansion, Beyond Dark Castle, Titanic,
Space Shuttle, Christmas Model Kit, Mondu's
Fight Palace, or Die Hard.
MINDSCAPELIQUDATION.......
ee
Mastertype/Writer Bundle, Perfect Score SAT,
Shinobi, Gauntlet 2, Bop 'nRumbie, ColorMe,
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Sports, Boston Computer Diet, Songwriter,
Thunderblade, Golden Oldies.
COMPSULT
P.O. BOX 5160
SAN LUIS OBISPO
CA 93403-5160
Pet Emulator, by Commodore ..
[Entertainer or Educator, by Valuewar
Tri-Math or Turtle Toyland, by HesWare
Attack ofthe Mutant Camels (carte), by HES $3.50
Iron Lord, Putfy's Saga, Skate Wars,B.AT., Pick’N Pile
|Chessmaster2100, by Software Toolworks $14.50
TO ORDER: Send check or money order, includin
Shipping charges o1$5 for USA. $8for Canada, $12a
others, California addressesmust include 7.25% sales
tax Toreceive our complete catalog of over 2,000 tems
for all computer types, send $2 in cash or postage
stamps. The catalogs FREE with any order. To check or
anitem not isted here, cal (805) 544-6516,
WE ALSO CARRY LOTS OF
SOFTWARE FOR IBM, APPLE, MAC,
AMIGA, ATARI & MORE!
Circle Reader Service Number 181
“Gazette Gallery,” where each month we present the
very best in original 64 and 128 artwork.
So don’t waste another moment. Subscribe to-
day to COMPUTE’s Gazette Disk and get 12 issues
for only $49.95. You save almost 60% off the single-
issue price. Clip or photocopy and mail completed
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Individual issues of the disk are available for
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to COMPUTE, 324 West Wendover Avenue, Suite
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* Residents of NC and NY, please add appropriate sales tax for your area. Canadian
orders, add 7% goods and services tax.
the ability to handle different geoWrite
versions make Combiner for 64 users
an indispensable utility around the
home, school, or office.
Convert 2.5
With this PD program, 64 users can con-
vert documents from GEOS format to
SEQ or PRG text files and vice versa.
Conversion is a snap. It's a must-have
for serious writers who use multiple
word processors or GEOS fans who
want to send text on disk to people
who don't use GEOS.
Graphic Storm
A graphics importer, Graphic Storm
will convert standard hi-res screens or
Doodle pictures into geoPaint format.
This SW program converts Print Shop,
Print Master, and Newsroom graphics
into photo album graphics like Graph-
ics Grabber does. This is another use-
ful program that should be in every
GEOS user's library.
GRAPHICS
CSlide5
This SW viewer displays both com-
pressed and uncompressed Koala and
Doodle pictures. CSlide5 also com-
presses and decompresses them,
which is a very useful feature, and it's
lightning fast.
Disp/Lace
Imagine a 640 x 600 pixel interlace on
the 80-column screen! That's what
this incredible PD program can accom-
plish if you have 64K VDC RAM in
your 128. It takes any six Doodle pic-
tures and displays them simultaneous-
ly with their colors intact. Graphics
fans shouldn't miss this unbelievable
feat of programming.
Artwork
Here's a sampling of beautiful Commo-
dore artwork to watch for. Each of
these compressed Doodle files has a
GG prefix: BOTTLE, CABIN,
CASTLEJS, EGO, FROG.LILY.PAD,
GRAYLIBR, HALOWAYN, IGARDEN,
KINGFISHER, SERENE, LINCOLN,
SCHLOS.CASTLE, SPAZOZ, and URCHI-
NOD. These pictures and JJ MIDDLE
EARTH, which is a Koala file, reflect the
talent of a few of the best artists in the
Commodore community.
MUSIC
StereoPlayer 10.3
Without a doubt, this is the best SID
player available in the public domain.
A huge program, StereoPlayer plays
both mono and stereo SIDs, features a
keyboard and animated band, and has
G-10 COMPUTE AUGUST 1992
almost every conceivable musical op-
tion. The opening screen is spectacu-
lar. In fact, this whole program is thor-
oughly professional. It's PD software at
its best.
SID Player Music
There are many outstanding SID play-
er songs. These songs usually have a
MUS suffix. Here are a select few:
BACK FUTURE, BADMEDICINE, BLAZ-
ER THEME, BLESS USA, ETERNL
FLAME, GALACTICA, LEAN ON ME,
LIKE A PRAYR, MISSION IMP, MY/
DREAMS, NEVERENDING, OLD TME
ROCK, STAR WARS, WILD/WEST, and
YEARS. All are magnificently arranged.
These are just a few of the many ex-
cellent musical works available for
downloading.
PRODUCTIVITY
Power Budget
Similar to a spreadsheet, this SW budg-
eting program for the 64 is quite versa-
tile. It allows you to enter and change
data quickly, and the computer han-
dles the calculations. Furthermore,
budget projections can be calculated
for an entire year. Clear instructions are
included with this easy-to-use financial
program.
The Data Base
This SW program is a superb flat-file da-
tabase that possesses as much power
and flexibility as some commercial
ones. All the expected features are
here, including multiple records, sort-
ing by several keys, report writing, SEQ
translation, searching, and so on. This
program is excellent for most database
needs. There are separate versions for
the 64 and 128, and the 128 version
has both 40-column and 80-column ver-
sions available.
UTILITIES
CS-DOS
CS-DOS is more than a DOS shell; it's
an entire operating system similar to
MS-DOS. For instance, this SW pro-
gram for the 128 features a command
line, batch files, and so on. A number
of programs are available to run under
CS-DOS. | think you'll find this to be
quite an interesting offering.
Vector Drive
Disk editing requires good tools, and
Vector Drive is a PD program that fills
those needs. It packs as much power
as its many commercial competitors.
This menu-driven program for the 64
features search and replace, sector
fill, copy, memorize, and BAM display,
plus all the other options you'd expect
on an outstanding disk editor. It works
with any 1541 or compatible drive.
MISCELLANEOUS
Star Trek
Commodore owners who have a 1764
or 1750 REU will get a real treat with
this one. This PD program for the 64
fills an entire disk and utilizes digitized
sound. You'll hear the entire introduc-
tion to the original “Star Trek” TV se-
ries, beginning with “Space, the fina’
rontier. . . ." Very impressive! o
ONLINE SERVICES
CompuServe
P.O. Box 20212
Columbus, OH 43220
(800) 848-8199
Delphi
3 Blackstone St.
Cambridge, MA 02139
(800) 544-4005
GEnie
401 N. Washington St.
Rockville, MD 20850
(800) 638-9636
QuantumLink
8620 Westwood Center Dr.
Vienna, VA 22180
DISK SERVICES
Caloke Industries
P.O. Box 18477
Raytown, MO 64133
C&T ComputerActive
P.O. Box 893
Clinton, OK 73601
(405) 323-5890
Diskoveries
P.O. Box 9153
Waukegan, IL 60079
Disks O'Plenty
7958 Pines Blvd., Ste. 270A
Pembroke Pines, FL 33024
(305) 963-7750
JLH
P.O. Box 67021
Topeka, KS 66667
(913) 234-3388
Paradise Software
7657 Winnetka Ave., Ste. 328
Winnetka, CA 91306
(800) 233-2451
Parsec
P.O. Box 111
Salem, MA 01970
64 Disk Connection
4291 Holland Rd., Ste. 562C
Virginia Beach, VA 23452
PUMP UP
YOUR PRODUCTIVITY!
Harness the potential of your, The Geeta ene
64 and 128 with these rite
Do it all with Commodore
rf | graphics!
powertu! programs. Here's what's on it-
Starburst Graphics,
Get more work out of your 64 and 128 eee Designer 128,
with these two new disk products from 128 Graphics Compactor,
64 Animator, VDC Graphics,
Dissolve 128, Super Slideshow,
128 Animator, 1526 PrintScreen,
COMPUTE's Gazette — the 1992
Best of Gazette Utilities, and
the Gazette Graphics Grab Supratechnic, Medium-Resolution
Bag! Graphics, Screen Maker, GAS!64—
The 1992 Best of Special Edition, GAS!128—Special
opens Edition.
Gazette Utilities en
Seize control of your operating
system and your world! ORDER
Here's what's on it-MetaBASIC 64,
MetaBASIC 128, Quick, Sprint Il,
Ultrafont+, RAMDisk 64, RAMDisk 128,
BASSEM, SciCalc 64, List Formatter,
MegaSqueeze.
THEM
TODAY!
Extend Your Computer Power With This Powerful Software!
‘§! | want to pump up my productivity! Please send me the
__ Check or Money Order _ MasterCard _ VISA
@ disks checked below at $11.95 each. Credit Card No. Exp. Date
Signat
__The 1992 Best of Gazette Utilities aaa ae |
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—— Subtotal
Name
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area. Canadian orders, add 7% goods and services tax.) Address
—— Shipping and Handling ($2.00 U.S. and Canada, $3.00 surface mail, $5.00 City
airmail per disk.)
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Mail this coupon to COMPUTE's 1991 Utilities, 324 West Wendover Ave., Ste. 200,
L MasterCard and VISA accepted on orders with subtotal over $20. Greensboro, NC 27408.
REVIEWS
TEENAGE MUTANT
NINJA TURTLES—
THE ARCADE
GAME
Hey, man! That Shredder
creep is back in town with
the Foot Clan! Yeah, dudes!
And he’s got April! We've
got to rescue her! He's hold-
ing her somewhere in New
York. Let's go! Cowabunga!
Sound familiar? What
could be the start of an out-
line for a Teenage Mutant
Ninja Turtles screenplay is
actually the premise for the
latest in Turtle games from
Konami—and a hot game it
is. Based on the arcade
game, this game follows the
Turtles through eight levels
of battle against Shredder
and his henchmen, includ-
ing key figures Bebop and
Rock Steady as well as the
highly trained Foot Clan.
You can choose to be
any one of the four Turtles:
Leonardo, Donatello,
Michaelangelo, or Raphael.
Then take off after the bad
guys. Your first stop is
April's flaming apartment.
You battle member after
member of the Foot Clan.
Some are armed, while oth-
ers have only their ninja
skills as weapons. If you de-
feat all of them and outlast
Rock Steady, then it's on to
Times Square. :
Pick up a pizza for an ex-
tra life; watch out for Bebop
by the convertible! Next, it’s
the SoHo Sewers, complete
with rats and robots! Then,
Vinnie's Valet Parking Ga-
rage, Madison Square Ave-
nue, Rock-a-fella Express-
way, the Rock Quarry Facto-
ry (lair of the Stone Warrior),
and finally, level 8, the Tech-
nodrome! This is where you
meet all your opponents for
the ultimate showdown.
As you take on a Turtle
G-12 COMPUTE AUGUST 1992
persona, you need to realize
that each Turtle prefers a dif-
ferent weapon. This means
that each fights a little differ-
ently. Experimentation will
tell you which Turtle best
fits your style of gameplay.
One hint: Each Turtle has an
awesome side drop kick.
We found a lot to like
Robin, age of discretion:
“The graphics are good; the
sound, even better. | don't
have to go blind to find the
password, since it's printed
on white paper. | like the
fact that the Turtles have dif-
ferent abilities. It makes
things more individual and
less boring. Donatello is my
Raphael, armed with a pair of Sai daggers and a bad attitude,
takes on Shredder's goons in April's burning apartment.
about this game. There is
something in Teenage Mu-
tant Ninja Turtles for
everyone. We'll let the play-
ers speak for themselves:
Michael, age 4: "I like the Tur-
tles! It's my new Turtle vide-
ogame. |'m Michaelangelo,
and | get rid of those guys!
Even the robots. | got 67
points—all by myself!”
Katelyn, age 6: “I like this
game ‘cause it's fun. | think
it's a little hard, though. |
like using Leonardo be-
cause he has_ longer
swords.”
Meaghan (our family's top
scorer), age 10: “I like the
Turtles Arcade Game. | like
Raphael the best. The graph-
ics are great. It's easy, too.
Not complicated. But it's a
challenge to really win.”
preferred hero. The game is
challenging, but not so
much so that you give up on
it. But | have to admit that it
makes my hand sore.”
David, age 40 or so: “It's
one of the few arcade
games | like. Maybe be-
cause it's one of the few |
find playable. Great graph-
ics and sound. Now, if |!
could just outscore my
daughter!”
Kacey and Kelsey, age 15
months, are twins of few
words. We can only go by
their reaction whenever
they hear the music. They
love it. They bob, dance,
grin, and clap their hands.
OK, so much for the fami-
ly's individual opinions. We
like a game that gives the lit-
tle kids a chance. Many ar-
cade games require too
much coordination for small
hands. This can be frustrat-
ing to a little guy who's just
trying to have some fun.
This game has familiar char-
acters, exciting battles, and
an ease of play that enables
little people to play like the
big kids. I'm not advocating
that such a game should
take the place of an educa-
tional game, but everyone
likes something that's just
plain fun.
Konami is generally pretty
thorough in what it does.
This program is no excep-
tion. One manual serves all
versions, with an insert to
amend instructions to accom-
modate Commodore differ-
ences. The manual is just
what you need to get going.
It's concise, informative, and
entertaining. However, it is
misleading in one item. The
manual claims that after
your last Turtle life ends
(you get three), you are of-
fered two options, Continue
or End Game. The Continue
option allows you to pick up
at the scene where you left
off, and you're allowed to do
this up to three times. It
doesn't happen this way,
however, in the 64 version.
The death of the last Turtle
means the end of the game.
There’s no explanation of
why the 64 doesn't have
this option. It's a shame, be-
cause such a feature would
be a terrific plus.
This misinformation in the
manual seems to be the on-
ly negative point in a game
that is otherwise exciting
and lots of fun. When an ar-
cade game is translated in-
to a computer videogame, it
can bring the fun home—
and even save a few quar-
ters. Teenage Mutant Ninja
Turtles—The Arcade Game
does this in a very capable,
enjoyable fashion that ap-
peals to those aged 4 to 40
Big Blue Reader 128/64 - 4.0
Transfers word processing, text, ASCII, and binary files between
C64/128 and IBM PC compatible 360K 5.25" and 720K 3.5" disks.
New Version 4.0 features: Transfers ASCII, PET ASCII and Screen
Code files including: WordWriter, PocketWriter, SpeedScript, PaperClip,
WriteStuff, GEOS, EasyScript, Fleet System and most others.
Supports drives # 8-30. New Backup (C128) and Format (1571/1581)
programs. Reads MS-DOS sub-directories, uses joystick, and more.
Includes C64 & C128 programs, Requires 1571 or 1581 Disk Drive.
Big Blue Reader 128/64 - 4.0 only $44.95
Version 4.0 upgrade, send original BBR disk plus $18.
Bible Search 3.2
1. Entire Old and New Testament text on 4-1541/71 or 2-1581 disks.
2. Exhaustive English Concordance on 2-1541/71 or 1-1581 disks;
includes more than 700,000+ references.
3. Incredible five (5) second look-up time per/word, per/disk.
4, Instant, automatic spell checking of more than 12,800 words.
5. Boolean search options, including AND, OR & NOT logic.
Search the entire Bible in 5 seconds with 1581 or HD (v3.52).
7. Money Back Guaranteed!
Includes: C64 & C128 programs; printer and disk output; users
guide, disk case. Available on (7) 1541/71, or (4) 1581 disks.
KJV $49.95 vevevedevr NIV $59.95
«= Any questions? Call or write for more information.
Also available! Amiga, Bible Search
ler, or COD. US funds only.
. No Credit Card orders.
Canada & Mexico add $4 S/H, Overseas add $10 S/H ($5 BBR)
SOGWAP Software ® (219)724-3900
115 Bellmont Road; Decatur, Indiana 46733
S
Order by check, money ord
= unteoee
Upgrade your Commodore system
Refurbished Hardware
ONITORS DRIVES OTHER
1541-$100
1541-I1-$120
1571-$165
1571-I1-$185 64C-$120
1581 - $180 C128-$175
1001SFD-$150 _C128D-$225
1590 DATASETTE-$35
1701 -$235
1702-$255
1801 -$265
1660-$30
1670-$50
C64 -$100
1802-$265
1901 «$295
1902-$305
10848-$325
MANY BOOKS - $10
ASK FORANYTHING, | MIGHT HAVEITI 1Mb RAM SIMM - $75
O. BOX #1233, STATION B
WESTON, ONTARIO, M9L2R9
Commopore 64 PusBLic DomaAIN
Highest Quality Since 1987*
Games, Education, Business, Utilities, GEOS, Music, Graphics &
More. As low as 90¢ per collection. 1 stamp for complete catalog
or $2.00 for catalog AND 30 sample programs (refundable).
24 hour shipping.
64 DISK CONNECTION
4291 Holland Rd., Suite 562 - Virginia Beach, VA 23452
(* Formerly RVH Publications)
Circle Reader Service Number 254
NUCLEAR SUB
6PACSETS
8 BIT
PO BOX 542
LINDENHURST NY 11757-0542
NOW BRINGING YOU GREAT PRICES ON
COMMERCIAL SOFTWARE TOO!
E THESE ARE DEDICATED
EACH SET $5.00
2: ADULT IMAGES
3: EDUCATIONAL
9: UTILITIES
is ray INCLUDES THE SEGA HITS
B: ASST. (Mario+) | OUTRUN, AFTERBURNER,
C/MUSICSET [THUNDERBLADE, SHINOBI,
D: ARTGALLERY | AND ALIEN SYNDROME
E: GEOS FILES A$190 VALUE!
MANY ITEMS ARE CLOSEOUTS ,
AMOUNT OF STOCK IS LIMITED!
Add $1.00 shipping per item ordered*U.S. Fands Only!
SORRY NOC.O.D.’s OR CREDIT CARD ORDERS
FOR A FREE COPY OF OUR CATALOG, CALL:
(516)-957-1110 MONDAY - FRIDAY 10am to 5pm EST
New APROTEK modems
64/128/AMIGA-2400 BAUD -$119
64/126/AMIGA-1200 BAUD - $89
APROSAND-4 SLOT CARTRIDGE
EXPANDER FORTHE 64/128- $40
New CMD accessories
JIFFYDOS 64/128 & ANYDRIVE "SYSTEM" - $85
128D/ANY DRIVE *SYSTEM' - $95
‘ADDITIONAL DRIVE ROMS - $45
SOFTWARE - $10-20 RAMLINK/RAMCARD CW BATTERY (OMb)- $345
4Mb RAM SIMM - $250
J.P.PBM PRODUCTS BY MAIL sHipPINGINCLUDED FORCANADA, USA+15%
P. 15 DAY WARRANTY ON REFURBISHED GOODS
TAX-Canada+7% GST, Ontario Res. +8% PST
Circle Reader Service Number 162
Can Your
Computer Make
XP) YOU
37 $1,000,000?
WITH LOTTERY PC YOUR NEXT TICKET
COULD BE WORTH MILLIONS!
LOTTERY uses the raw power and storage of your
Computer to determine and refine the number selection
methods that will win the various lottery games
play. Don’t be limited to the one or two methods that
other programs use, they might not work in your state
There is no better system available!
Join the growing list of winners using our system.
SPECIFY:
Lottery 64(C64/128)
Lottery PC
IBM PC/XT/AT and compatibles
Commodore64/128 & Plus/4 are registered
trademarks of Commodore Int
IBM PC/XT/AT are registered trademarks of
International Business Machines Inc
To order, send $29.95 for each plus $3.00 postage &
handling per order to
(Illinois residents add 6% sales tax)
(Orders outside North America add $3.00)
COMMAND
Realistic Nuclear Attack Sub Simulation
CB4 of 128 In 64 Mode
Command Missions Under The Arctic Ico.
Hunt Russian Typhoons In The North Sea.
Requires C64 GEOS 1.3 or 20 WEG
$19.95 Check or Money Order
VMC Software PO Box 326
Cambria Hts. NY 11411
software sa
Circle Reader Service Number 171
C.O.D. orders call:
(708) 566-4647 (av
Superior Micro Systems, Inc. ¢.
as 26151 N. Oak Ave. CP) S
Mundelein, IL 60060 ry
\ \—4
Circle Reader Service Number 221
AUGUST 1992 COMPUTE G-13
REVIEWS
and then some. So, cow-
abunga, dudes, and have
yourselves a_ righteous
good time!
DAVID and ROBIN MINNICK
Commodore 64 and 128—$29.95
KONAMI
900 Deerfield Pkwy.
Buffalo Grove, IL 60089
(708) 215-5100
Circle Reader Service Number 341
THE SIMPSONS
ARCADE GAME
Hey, dudes! Grab your skate-
boards and get ready for ac-
tion with The Simpsons Ar-
cade Game by Konami. Hom-
er, Marge, Bart, and Lisa
will lead you on a wild
chase through the streets of
Springfield. They're trying to
rescue little Maggie
Simpson from the jewel
thieves who kidnapped her
after she accidentally swal-
lowed a valuable jewel.
Simpsons fans will enjoy
the colorful graphics and live-
ly music in the opening ani-
mation sequence, which
sets the scene for the
game. You can bypass the
animation with a click of
your fire button.
The game has two dou-
ble-sided disks that offer
you eight increasingly diffi-
cult levels of play. On each
level you'll meet a variety of
foes who attempt to prevent
you from finding Maggie.
You'll face off against
ghosts, zombies, tavern
thugs, yes-men, and other
foes too numerous to men-
tion. The bad guys seldom
appear alone. Since the
game offers you a two-play-
er option, you can team up
with another player and use
tag-team tactics against the
bad guys.
The Simpson characters
are easily recognizable,
even though the game re-
G-14 COMPUTE AUGUST 1992
lies more on color than on de-
tail to portray them. Other
characters from the popular
television show, like Krusty
the Clown, Mr. Burns, and
Smithers, will join in the cam-
paign to stop you from ad-
vancing in your search.
Each Simpson is
equipped with a special
Each Simpson is equipped with a special weapon to help him or her
gy remaining for your charac-
ter (or characters). The ener-
gy level tells you when it's
time to look for burgers and
other goodies to restore
some of your strength.
From time to time, com-
ments from your character
appear in a message bal-
loon that's also in the status
fight any villains who block the way.
weapon to help him or her
fight any villains who block
the way. Lisa lashes with
her jump rope, Bart bashes
with his skateboard, Homer
hammers with his fists, and
Marge is a maniac with her
vacuum cleaner and tower-
ing hairdo.
Each Simpson begins the
game with four lives, but
you should plan to lose a
few until you get the hang of
the game. You'll have fun
testing each character's fight-
ing skills alone and in com-
bination until you find the sin-
gle character or team that
suits you best.
A status window at the bot-
tom of the screen will keep
you advised of how well
you're doing throughout the
game. It shows how many vil-
lains you've defeated, the
number of lives you have
left, and the amount of ener-
box. These comments are
typical of whichever
Simpson you're playing, but
they won't help with the
game. Nor do they have
much to do with what's hap-
pening on the screen.
One of the drawbacks of
the game is that the status
window doesn't show you
the hit power or the energy
of your foes. This makes it dif-
ficult to judge how well
you're doing during an at-
tack. Since the competition
gets tougher on every level,
your character will lose
more energy when hit, but
you won't be able to tell how
much damage you're inflict-
ing on your foes.
Most levels have a partic-
ularly strong “boss” charac-
ter whom you must defeat in
order to advance to the
next level. It would be espe-
cially helpful to know how
much damage your blows
have inflicted on these su-
per bullies. In most cases,
you'll find it takes 1-3 hits to
best an ordinary bad guy
and about 20 hits to finish
off a boss. When you've de-
feated 50 bad guys, your
character earns another life.
Don’t expect the instruc-
tion manual to offer you
much help. This is one of
those games that you'll
learn while you play it. In
fact, there are times when
the manual is a bit mislead-
ing. For example, the pic-
tures of level 2 and level 5
are reversed in the manual.
It also tells you that since
the undead creatures on the
cemetery level can't be
killed, you must try to find
an escape route. However,
it doesn't offer any clues as
to which enemies are un-.
dead and which are living.
Appearances are deceiv-
ing, too. The ghost dangling
from a rope isn’t a ghost at
all. It's a bad guy hiding ina
tree. (Jump up and hit the
tree to knock him down.)
As for that escape route,
you'll quickly discover that
you can't run away from the
enemies. You'll be unable to
move beyond the end of
any screen as long as there
are foes alive onscreen.
Don't toss the manual away,
though; you'll need it for the
passwords that are printed
in the back to start the
game. After that you're on
your own.
The more you play The
Simpsons Arcade Game,
the more you learn! That's
part of the appeal of this chal-
lenging game.
MARTI PAULIN
Commodore 64 and 128—$39.95
KONAMI
900 Deerfield Pkwy.
Buffalo Grove, IL 60089
(708) 215-5100
Circle Reader Service Number 342
GRAPEVINE GROUP
COMMODORE UPGRADES
Fun braphies Machine
FUN GRAPHICS MACHINE (FGM) IS AN “ALL-IN-ONE” GRAPHICS
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JUST A FEW EXAMPLES:
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System saves you costly repairs. Over 52% of
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Installs in seconds between power supply &
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ibsolute must and great seller $17.95
Deluxe RX232 Interface by Omitronix
© Serial Printer Interface by Oritronix
© PRINTER PORT ADAPTER by Ormitronix
, Avoid obsolescence. Allows you to use any
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Amiga... $34.95
SPECIALS NEW POWER SUPPLIES
© A super-heavy, repairable C-64 power sup-
ply with an output of 4.3 amps (that's over 3x
as powerful as the original). Featuring 1 year
warranty, ext. fuse, schematics, UL approved.
Cost is $37.95 and includes as a bonus the
Commodore Diagnostician Il (valued @ $6.95).
© 4.3. amp supply for C-128, Same features as
ubove—$52.50
© Dar Biggest Seller © 1.8 amp repairable heavy
uty supply for C-64, (Over 120,000 sold), $24.95
® EMERGENCY STARTUP KITS
Repair your own Commodore/ Amiga and save
APTURED SIMPLY BY RESETTING
IE FUN GRAPHICS MACHINE,
FEM CLIP ART VOL.1 OvER 200 EXCELLENT GRAP.
FGM FOMT DISK OVER 30 FONTS IN FGM FORMAT-
caet KEYBOARD TEMPLATE MAKE YOUR OWN OVERLAYS
C=128 KEYBOARD TEMPLATE make your OWN OVERLAY
_ Fem CALENDAR TEMPLATES DAILY, WEEKLY, MONTHLY
ROCK’S ASSEMBLER THE FUN GRAPHICS MACHINE
PLEASE STATE COMPUTER
FULL KEYBOARD OVERLAYS FOR THE FOLLOWING PROGRAMS t=O
CMO’S HARD DRIVE, RAMLINKs RAMDRIVE JIFFY DOS COMMANDS
(30 SHAP SHOT 5 ACTION REPLAY 4&5 EPYX FAST LOAD
(0 BUSINESS FORM SHOP CALC C0 STAR BASIC 93 BQen
4,C128,SX-64) OR C64 IS SHIPPED
lots of money. Kits contain all major chips,
schematics, diagnostics, etc. No soldering.
512K RAM EXPANDERS Send for {ull details. Five different kits
Super 1750 REU Cone (512K). Does not available.
require a larger power supply ...... $142.50
Original REU-1750 512K Expander Us ~ $131.00 REPLACEMENT/UPGRADE
CHIPS & PARTS
COMMODORE DIAGNOSTICIAN 11
Originally developed as a software package,
then converted to a readable format, the
Diagnostician has become a fantastic seller.
With over 38,000 sold worldwide, Diagnosti-
cian II utilizes sophisticated cross-reference All 901/225-6-7-9 .
grids to locate faulty components (ICs) on all 4164 (C-64/RAM) .
C-64 and C1541 computers (C-128/64 mode). C-128 ROMs Upgrade (set 3).
Save money and downtime by promptly locating C1571 ROM Upgrade (310654-05)
what chip(s) have failed. (No equipment of any
kind needed.) Success rate from diagnosis-to-
repair is 98%. Includes basic schematic, $6.95
(Avail for Amiga computers with 3\:" disk at $1495)
C-54 Keyboard (new) .
Commodore Cables .
Service Manuals for C64, C128, 1802,
1084, 1541 . $2
(503)-673-2234
ADD $3.50 FOR S/H PER ORDER
COMPUTE’s
IF ONLY ORDERING OVERLAYS THEN S/H IS $2.00 PER ORDER
Send For Free 36 Page Catalog
fcod 3 CHESTNUT ST., SUFFERN, NY 10901 Gey
Order Line 1-800-292-7445 Fax 914-357-6243
Customer Service: 914-368-4242 Intemational Order Line: 914-357-2424
We Ship Worldwide Hours: 9-6 E.T. M-F Prices subject to change 15% Restocking Charge
Tell a friend you've heard it through the Grapevine.
Circle Reader Service Number 145
SpeedScript Disk
A powerful word processing
package for Commodore 64
and 128 owners
A Great Deal for Commodore
Users!
° SpeedScript for the 64
¢ SpeedScript 128—80-column version
* Spelling checkers
* Mail merge
* Date-and-time stamp
¢ 80-column preview for the 64
¢ Turbo save and load
* Plus more than a dozen other SpeedScript
support utilities all on one disk (including
full documentation)
lYEs! Seow. me]
| SpeedScript Disk.
I've enclosed $11.95 plus $2.00 postage and handling. (Outside
| U.S. and Canada add $1.00 for surface mail or $3.00 for
| airmail.)
copies of COMPUTE’s
Amount
| ORDER NOW! Sales tax"
Total
Address
State
Mail personal check or money order to
| Commodore SpeedScript Disk
| 324 W. Wendover Ave., Ste. 200
Greensboro, NC 27408
I
Residents of North Carolina and New York, add appropriate tax for your area. Canadian
orders, add 7'% good and services tax.
Please allow 4-6 weeks for delivery. Program available only on 5%-inch disks.
DISKS O'PLENTY INC
7958 PINES BLVD. SUITE 270A
PEMBROKE PINES FL 33024
(305) 963-7750
Call or write for free descriptive catalog of
C64/128 Public Domain & Shareware
Choose from over 900 Disks
Adult list of over 50 Disks available
to those 18 or over.
SID MUSIC UTILITIES
PRINTSHOP UTILITIES
JR HIGH EDUCATION
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CASINO-BOARD GAMES|
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THE STRATEGY/CAMPAIGN GAMES
of JACK O'ROSES o1ss2
for play on Commodore 64/128 and Plus 4
(5 1/4" disc. Specify if for Plus 4)
$19.00 Each or $55.00 for all 3!
THE RECENT UNPLEASANTNESS
Individual control of 43 Confederate Divisions/149
Bridges. Could you have turned back the Federal on-
slaught? Don't re-fight the Civil War, declare your own!
COMSOPAC : The Guadalcanal Campaign
Engage the Imperial Japanese Navy in Ironbottom
Sound, Lead air attacks on the “Tokyo Express” in “The
Slot’, Be with the 1st Marines and American Division
along the Tenaru.
MALADAN THE INVADER
You alone, Krysiga, have the political and military
savvy to form the Alliance and lead into battle the legions
of the nine fuedal Lords, Slam-bang medieval combat.
Never play the same game twice. Packed with Historical fact.
Send check or money order to:
JACK O' ROSES
P.O. BOX 144, MIDDLETOWN, PA 17057
(717)944-5843
(Commodareis areg.TMo! Commodore Business Machines, nc. who arenot
responsible fornoy atfilated wth the application ofthis software )
Resources.
Children are our greatest
resource. The Boys & Girls Club
provides them with a positive
environment in which fo learn
and grow. Make a coniribu-
tion today, so they can make
one tomorrow.
qzQ
BOYS & GIRLS CLUB
G16 COMPUTE AUGUST 1992
REVIEWS
S.E.C, CHECK
REGISTER 128
My biggest complaint with Commodore
computers is their slow loading time,
but S.E.C. Check Register 128 over-
comes that problem beautifully. Within
five seconds of turning on my 128, the
menu selection is on the screen. Less
than a minute later, the program has
loaded and is ready to go.
This particular check register pro-
gram is designed for small businesses,
yet it will also keep your personal
check register and files balanced and
in order. With this program you'll be
able to keep a current and accurate
check register, print checks and regis-
ter data, and maintain a recurring pay-
ee file. Even with all these options, da-
ta entry is fast and relatively easy.
Check Register's main menu is exten-
sive, but easy to use and understand.
From there you can enter check infor-
mation, record deposits and withdraw-
als, check off transactions that have
cleared the bank, print checks, load
files, and perform numerous other func-
tions. Most selections are made by
pressing a function key.
Each selection has its own menu,
which allows you to carry out specific
tasks easily. Any transaction can be ed-
ited at any time, making the correction
of errors hassle-free. You can edit and
delete transactions, insert memos, and
swap transactions. Check Register al-
so allows you to format new data disks
from within the program, a feature |
appreciate in any software.
Before setting up your business or
personal checking files, it would be
wise to browse through the sample
files that come with the program.
These are the files of a Mr. Jones,
which include his check register, recur-
ring payee file, and check format file.
Read through these and experiment
with the program's various functions to
become familiar with them.
Depending on how large your files
are, entering your records can be time-
consuming. This doesn't need to be
done at one sitting, however; you can
save your files and add to them or edit
them at a later time.
Check Register can do more than
simply keep track of your checking ac-
count; it can write checks as well. If
your bank doesn't supply form-feed
checks, you can order checks and oth-
er computer forms from the address giv-
en in the manual.
A computer printout ruler, available
in most office supply stores, will prove
useful when setting up your check for-
mat file. This ruler can help you deter-
mine the exact spacing required for
printing out your checks. Check Regis-
ter is quite flexible, limited only by
your printer and interface features.
Check Register also offers the fea-
ture of printing out reports, useful for
tax or budgeting purposes. Your regis-
ter data may be printed out by transac-
tion and reference numbers, by refer-
ence numbers and date, by date only,
or by payee.
Two other routines allow you to ad-
dress large and small envelopes for re-
curring payees with addresses on file.
This saves you the trouble of switching
to a program to print out labels or ad-
dressing them by hand.
The check register portion of the pro-
gram is easy to use. The initial setup
will be the most difficult part of using
the program. One minor item to note:
When first signing on, you're asked to
enter the date in MMDDYY format.
Don't put spaces between the num-
bers; the program won't accept them.
The second part of this program is
the S.E.C. Financial Loan Consultant.
There's no mention of this section in
the manual. Although this part of the
program is easy to use, a few words of
guidance would've been appreciated.
There are six parts to this section,
with room for expansion. When you sup-
ply financial information at the
prompts, the program will determine
the amount of your recurring loan pay-
ment and the amount of the final pay-
ment. It will also determine terms of a
loan, the balance of a loan, and what
the total cost would be to borrow an
amount of money. It will also analyze
the loan and provide amortization infor-
mation. This feature can help you de-
cide whether or not to buy a car or
equipment for your business.
I'd like to see two items improved in
future releases. My first request would
be for a bit more guidance in the man-
ual; | like lots of detailed instruction. Al-
though Check Register is a very easy
program to use, there were a couple of
times when | had to stop and decipher
what was happening. My other sugges-
tion would be to let the user alter the
black and green screen colors.
Otherwise, | consider this a well-
thought-out program that can take
some of the time-consuming burden
out of running a small business or man-
aging your personal checking account.
CHERYL TURNEY
Commodore 128 with 80-column monitor—$16
SPARKS ELECTRONICS
P.O. Box 475
St. Joseph, MO 64504-0475
Circle Reader Service Number 343 o
PROGRAMMER’S PAGE
Randy Thompson
REAL
PROGRAMMERS
OWN 645
Computing has changed in
the last few years. It used to
be that owning a computer
meant learning about how it
worked and how to program it.
In fact, you couldn't even run
a program without first getting
acquainted with BASIC's
LOAD and RUN commands.
This isn’t true anymore. To-
day's software boots automat-
ically, and programming lan-
guages such as BASIC are
considered optional. The com-
puter industry believes that
the less you have to know
about a computer the better.
Beware this user-friendly atti-
tude that ignorance is bliss.
If you want to be a hot pro-
grammer, learn how your com-
puter works. Learn all you can.
Learn its capabilities and its lim-
itations. Most important, learn
its hardware. Why? Because
when you know this, you'll
know what your computer can
do and how to do it.
Commodore 64 program-
mers understand this. With a
built-in BASIC that lacks com-
mands even to change the
screen's colors, 64 owners
learn quickly what a hardware
register is and where it's lo-
cated in memory. For exam-
ple, how many of you don't
know the function of location
53280? What about 53281 or
54296? And what true Com-
modore hacker doesn’t know
what's stored in memory be-
tween 1024-2023 or what im-
portant value is kept in loca-
tion 646?
Those who program the 64
don't care if their computer is
considered crude by the rest
of the industry. That's be-
cause they realize that hack-
ing the bare metal is what pro-
gramming is all about. Experi-
menting with the computer's
operating system, interrupts,
and video chips is what
makes owning a computer so
much fun. Sure, the 64 may be
primitive compared to the Ami-
ga, butit’s still one of the great-
est machines around for the
hobbyist.
Today’s more powerful com-
puters come with high-level lan-
guages that take the work out
of programming. Ironically, | be-
lieve that programmers are los-
ing their edge because of it.
You no longer need to under-
stand what binary is to display
a bitmapped picture, or how
your computer's DOS works to
open a file, or where your vid-
eo registers are located to dark-
en your screen. Unfortunately,
too many programmers aren't
bothering to try. They're spend-
ing more time learning about
programming languages than
learning about the computers
they program on.
| think you should under-
stand your computer first. What-
ever programming language
you choose to learn is, for the
most part, incidental. If you
know how your computer oper-
ates, you'll know the most effi-
cient ways to control it, no mat-
ter what language you select.
High-level languages are
good as long as you don't for-
get the computers they're de-
signed to control.
There's also a trend toward
writing generic, abstract
code. This type of program-
ming produces software that
can be easily maintained and
transferred to other comput-
ers. This is fine (and crucial)
for many business applica-
tions. But these types of pro-
grams are, by nature, bigger
and slower than programs
that have been written specifi-
cally for one computer by a pro-
grammer who takes advan-
tage of what that machine has
to offer. In my opinion, the
best programs don't run on oth-
er brands of computers with-
out significant modifications to
the programs’ codes.
Whether you own a 64, 128,
Amiga, or MS-DOS clone, it's
your duty to understand the
hardware you program. Let's
Push these machines to the lim-
it. After all, isn’t that what own-
ing a computer is all about?
Stepping down off my soap-
box for a second, I'd like to
make a request. |’m looking
for some neat raster interrupt
routines. I'd like to publish a col-
umn of impressive raster vid-
eo tricks. Such routines may
display a multitude of sprites,
change video modes on the
fly, animate the screen’s bor-
ders, or whatever else you can
imagine. Your program
should be as short as possible
(certainly no larger than what
can be listed on this page)
and preferably submitted on
disk. If possible, try to make
your routine something that
can be easily included in a BA-
SIC program. This way, all
programmers will be able to
make use of your efforts. As
usual, we'll pay you for any tip
we publish.
In the meantime, try running
the following pseudo raster in-
terrupt program on your 64.
(Your 128 can run this, too, but
the effect will be different). En-
ter it exactly as shown here,
with no spaces. Watch careful-
ly. Enter a comma, a period,
and 18 colons after the first
POKES53280. Also, notice that
there's no line number after
the GOTO command. Sure,
it's weird looking, but try it any-
way. It might surprise you.
0 POKES3280,
POKES3280,7:GOTO
“Programmer's Page’ is inter-
ested in your programming
tips and tricks. Send them to
Programmer's Page, COM-
PUTE’'s Gazette, 324 West
Wendover Avenue, Suite 200,
Greensboro, North Carolina
27408. We pay $25-$50 for
each tip we publish. 0
leam how your’
computer works. Leam
AUGUST 1992 COMPUTE
G-17
Build this simple
interface,
and you can use
your 64's
joystick port to
control small
electrical devices.
G-18
BEGINNER BASIC
Larry Cotton
MORE JOYSTICK
OUTPUT
Last month we saw how to use
a joystick port as a miniature
user port. With a short BASIC
program, we controlled an
LED connected to a joystick ca-
ble. Now let's expand on that
idea so that we may control a
small electrical device. To do
this, we'll build an interface on
a Radio Shack IC breadboard
that will connect the 64 and
the device. The interface will
use the fire button wire to con-
trol a small relay.
WARNING: You must be
thoroughly familiar with elec-
tronic construction techniques
and associated safety precau-
tions before attempting this pro-
ject. The relay must switch on-
ly small electrical circuits op-
erating on voltages safe to han-
dle. In no case should
switched currents exceed 1
amp (1000 milliamperes). Use
adequate-sized wiring from
the relay to your appliance, or
use several wires in parallel.
Carefully follow these step-by-
step instructions based on the
parts list printed at the bottom
of the page. Also, refer to the
accompanying diagram.
1. Of the five relay leads,
bend the three thick ones toa
horizontal position. The center
lead at one end of the relay is
COMPUTE AUGUST 1992
the common contact; the oth-
er two are the normally open
(NO) and normally closed
(NC) contacts.
2. Make three small inverted-
U loops of bare connecting
wire approximately one-half
inch long. Use these to con-
nect the three main relay
switching contacts to the cir-
cuit board.
3. Solder the tops of the invert-
ed-U loops to the three main
relay leads, with the six short
(one-fourth inch) leads point-
ing down.
4. Plug all six leads into the cir-
cuit board so that the common
contact is in one group of sock-
et holes and the normally open/
normally closed contacts are
in another. (The two groups of
holes are electrically divided
by the channel that runs down
the middle.) Ensure that the
two small coil contacts under
the relay are plugged into the
same group of holes as the
common switching contact.
Make sure that any wire or
wires running from the relay
contacts to your electrical de-
vice are of adequate size to
handle the associated current.
5. Solder short pieces of con-
necting wire to the nine-volt bat-
tery connector; plug them into
the two outside rows of holes
on the board carefully noting
“AS 16
polarity. Don't connect the bat-
tery yet.
6. Plug in the transistor with
the flat face as shown in the di-
agram printed above.
7. Connect the diode from the
transistor to the positive edge
of the board. The band on the
diode should be toward the
positive terminal.
8. Connect the resistor be-
tween the transistor and an un-
used row of holes.
9. Connect wires from the tran-
sistor and the positive edge of
the board to the two hidden re-
lay coil leads.
10. Connect a short jumper
from the transistor to the neg-
ative edge of the board.
This completes the construc-
tion of the interface. Now run
last month's program and
make sure that the LED still
flashes. Turn off the computer
and unplug the joystick cable
from the computer. Remove
the LED; plug the orange,
black, and brown wires into
the circuit board as shown;
and then enter this program.
PRINT" {CLR}"
PRINT"{2 DOWN} PLUG
CABLE INTO PORT 1
{DOWN}
NT=400:FT=400:B=3:
REM ON TIME, OFF T
IME AND NUMBER OF
{SPACE }BLINKS
IFPEEK (56321) =255T
HEN4G
POKE56323,17
POKE56321,16: PRINT
"ON"
FORT=1TONT: NEXT
POKE56321,0:PRINT"
OFF"
FORT=1LTOFT: NEXT
IFPEEK (56321) =238
THEN126
GOTO6G
POKE198,6
POKE56323,0
DM 26
HH 38
BS 46
QP 50
cs 66
EH 76
RK 86
MD 96
CM 166
CP 116
PX 126
QB 136
Connect the nine-volt bat-
tery and run the program. At
the prompt, plug the joystick cable into port 1. The relay
should now start clicking regularly. Its contacts are
alternately opening and closing, with their status printed
on the computer screen. Note that the keyboard won't re-
spond as long as the joystick cable is plugged in.
Now unplug the cable. The program ends, the relay
stops clicking, and the keyboard again responds normal-
ly. Disconnect the battery. If you are experiencing any prob-
lems at this point and your circuit isn't performing as de-
scribed, check your wiring carefully and make sure you
have a good battery.
Use the common contact and either the normally open
or the normally closed contact of the relay to switch a
small electrical device. Observe the precautions stated
above. Always use electrical tape or shrink tubing to in-
sulate live leads from each other, yourself, and others.
Of course, this project only hints at your computer's
potential for controlling electrical devices. The two basic
categories of devices which can be controlled are those
which need sophisticated timing and those which sense
external events. By modifying the program and adding
more interfaces, up to five circuits can be controlled inde-
pendently from one joystick port.
In the first category, your computer can control devic-
es such as solenoids. Timing can be implemented by us-
ing either the TI function (the most accurate) or by using
FOR-NEXT loops. | had fun building a model of a “‘drum-
mer boy” which uses low-voltage relays and small sole-
noids to control its drumsticks. By paying careful atten-
tion to its construction, | was able to make the model look
realistic. With a few changes in the program, | was able
to make his marching drum patterns varied and sound
even more authentic.
In the second category, the computer can sense vari-
ous parameters of the environment. The other joystick (or
user) port could be connected to sensors which detect
electrical resistance changes or on/off signals. Resistance
can vary by light with photoresistor cells or by heat with
a thermistor. It can also be changed manually by using
a potentiometer, such as that found in computer paddles.
By using your imagination and a little knowledge of elec-
tronics, you can have your 64 controlling any number of
sophisticated appliances and gadgets.
The following list of parts has Radio Shack stock num-
bers listed as a convenience. Similar items should be avail-
able at any well-stocked electronics store for less than $20.
PARTS LIST
© Circuit board, RS 276-175
© 2A SPDT nine-volt coil relay, RS 275-005
¢ MPS2222A transistor, RS 276-2009
¢ 1N914 diode, RS 276-1122
© 1000-ohm resistor, RS 271-023
¢ Nine-volt battery connector, RS 270-325
* Nine-volt battery
¢ Joystick cable
¢ 24-gauge solid wire
¢ Electrical tape or shrink tubing for exposed wires a
Calc makes your math work a breeze | of data» , lowercase and
Calc IL
Commadore graphics all avaiable * Bar
ee
graphs on-screen with text © Over two
dozen functions, including LOOKUP,
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Gatabases — sort by row or column ©
View lots of information fast with up to
column locking
Commodore 64 aarsorng » independently adustable | $4.95 shipping and handing). Please
decimal places, wicth and positioning | alow 4-7 weeks for deivery.
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Spreadsheet yitt.s8 competters » el fer
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AUGUST 1992 COMPUTE G-19
G-20
Modifying a
thousand distinct
character
positions calls for
machine
language speed.
MACHINE LANGUAGE
Jim Butterfield
SCREEN EFFECTS
When a program is doing a
great deal of computation, it
may step the border color to
indicate that the computer is
active. Machine language pro-
grams can do this with a sin-
gle instruction: INC $D020.
Since this instruction doesn't
affect the A, X, or Y registers,
it's easy to slip it into a pro-
gram loop. It'll produce a daz-
zling color display.
The address shown above
produces a whole-screen ef-
fect by means of a single data
store to memory. Sometimes,
however, we have good rea-
son to go after the individual
characters on the screen. Mod-
ifying a thousand distinct char-
acter positions in a reasona-
ble amount of time calls for
machine language speed.
The character cells of the
64's screen can be refer-
enced directly. Each charac-
ter occupies a byte of memo-
ry. Screen memory usually
starts at address $0400 (deci-
mal 1024), with the last byte at
$07E7 (decimal 2023). There
are also 1000 color nybble lo-
cations starting at $D800 (dec-
imal 55296). If we wish to per-
form screen work without flick-
er, it's best to wait until retrace
time. The video screen is “paint-
ed” 60 times a second (50 in
Europe). After drawing the
screen, the video beam
moves back to the top, or re-
traces. That's the moment
we've been waiting for. Our pro-
gram may then go to work with-
out screen jitter. The action
must be performed quickly,
but machine language is fast
enough for the job.
Our program is called
Wipe, and it'll run through the
screen 40 times. Each time it'll
reverse one column of screen
data. The effect is that of a vid-
eo wipe effect, moving from
left to right.
The 40 separate runs are
counted in the Y register. The
COMPUTE AUGUST 1992
contents of Y also serve to
specify the column to be mod-
ified on each pass.
2000 AO 00 LDY #$00
2002...
202F C8 INY
2030 CO 28 CPY #$28
2032 DO CE BNE $2002
2034 60 RTS
Within each pass of the loop,
we wait until screen retrace
takes place. This serves two
purposes: It keeps the
screen free from flicker and
slows down the wipe effect so
that it looks better. To check
for retrace, watch the two high-
est bits of location $D011;
when its value goes down,
we know that the screen has
just begun to retrace.
2002 AD 11
2005 29 CO
2007 CD 08
200A 8D 08
200D BO F3
DO LDA $0011
AND #$CO
21 CMP $2108
21 STA $2108
BCS $2002
Note that there’s an instruc-
tion sandwiched between the
test (CMP for CoMPare) and
the Branch (BCS for Branch
Carry Set). This STA instruc-
tion doesn't affect the flags
produced by CMP.
AS our program goes
down the screen a line ata
time, it sets the top-of-screen
address, $0400, into the indi-
rect address at $FC and $FD.
After each line has been han-
dled, the program adds 40 to
this address, moving to the
next line. Before looping, the
program tests the address to
see if it's reached the end of
the screen address area.
200F A2 04 LDX #$04
2011 AS 00 LDA #$00
; Store a screen line pointer in FC/
FD
2013 86 FD
2015 85 FC
STX $FD
STA $FC
: move to next screen line (add 40
to FC/FD)
201D AG FD LDX $FD
201F AS FC LDA $FC
2021 18 CLC
2022 69 28 ADC #$28
2024 90 01 BCC $2027
2026 E8 INX
; compare pointer to end-of-
screen
2027 E0 07 CPX #$07
2029 90 £8 BCC $2013
202B C9 £8 CMP #$E8
202D 90 £4 BCC $2013
The code for the innermost
loop is quite simple. The start-
of-line has been stored in in-
direct address FC/FD; the col-
umn to be modified is in Y. To
reverse the character, use the
EOR (Exclusive OR) instruc-
tion to flip the high-order bit.
2017 B1 FC LDA (SFC),Y
2019 49 80 EOR #$80
201B 91 FC STA ($FC),Y
That's the whole machine lan-
guage program. To put the
program into a more conven-
ient form for BASIC entry,
a complete demonstration
called Screen Wipe is sup-
plied below.
BD 168 DATA 166,6,173,17
7208,41,192,205,8
,33,141,8,33,176,
243
DATA 162,4,169,0,
134,253,133,252,1
77,252,73,128,145
1252
DATA 166,253,165,
252,24,105,40,144
munes2
DATA 224,7,144,23
2,201,232,144,228
,206,192,40,208,2
96,96
FOR J=8192 TO 824
4
READ X
T=T+X
POKE J,X
NEXT J
IF T<>7508 THEN S
TOP
PRINT
EI"
SYS 8192
FOR J=1 TO 1600:N
EXT J
SYS 8192
BQ 118
JE 126
136
206
216
226
230
246
256
308 "SCREEN WIP
310
326
336
a
WORLD VIEW
Steve Jarratt
VIEW FROM
THE U.K.
Few (if any) utilities are now re-
leased for the 64 in the U.K.,
so serious users look else-
where for their software, Here
are some sources.
A useful contact for hard-
ened keypunchers is the Inde-
pendent Commodore Prod-
ucts User Group. If you want
more from your 64 than just a
high score, write to Jack Co-
hen at ICPUG, P.O. Box 1309,
London N3 2UT. For a fee of
under $30, you get a bimonth-
ly magazine, contact with oth-
er like-minded 64 users, and
access to a massive library of
public domain software.
Alternatively, you could try
FSSL Computer Software,
which stocks everything from
video digitizers to GEOS-com-
patible programs—all for the
64. | don’t have the address,
but from the U.S., pick up the
phone and dial 011 44 386-
553153. (Remember the time
difference!) Ask for its cata-
logue and then gasp in awe at
its amazing range of periph-
erals and utilities.
Even though the 64 is a low-
ly 8-bit machine, that doesn’t
mean that you can't teach the
old dog some new tricks. The
most recent acquisition on the
serious side of 64 software is
Intro, a starter pack for electron-
ic musicians. If you possess a
MIDI-compatible synthesizer
but have fingers like a gorilla,
this sequencing software lets
you use the 64 as an interface
between you and the synthesiz-
er's brain. Basically, it's like a
word processor for music.
The package includes a
hardware MIDI interface with
a MIDI-In and two MIDI-Out
ports, two five-foot MIDI ca-
bles, and version 2 of Dr. T’s
Keyboard Controlled Se-
quencer on disk. It's all good
stuff, but then for around $250
(U.K. prices) it ought to be.
While the pack is ostensibly
aimed at beginners, its user-
friendliness is on a par with
that of a four-year-old Dober-
man called Adolf. If you're not
daunted by its alphanumerical
tables and machine language—
like instructions, then you're ob-
viously from the planet Zog.
The kit, however, is very pow-
erful and covers an extensive
range of editing and sequenc-
ing functions. | won't give you
that bull about its making you
the next Rick Wakeman (aged
hippy keyboarder), but at
least it'll keep you off the
streets or give your joystick a
rest. Intro is already available
in the U.S., so if you're interest-
ed, write to Dr. T's Music Soft-
ware, 100 Crescent Road,
Needham, Massachusetts
02194 or call (617) 455-1454.
That’s one for the musi-
cians, so what about one for
the artists? Well, there are
enough paint packages
around for the 64, but what
about trying to create your
own 3-D environment? Do-
mark's 3-D Construction Kit en-
ables you to do just that.
Using the Freescape 3-D
modeling system pioneered
by Incentive Software, this kit
allows the user to build hous-
es, rooms, spaceships—even
small worlds—given enough
time and patience. Once the
modeling is finished, you can
move around your construc-
tion and examine it in 3-D
space. (| refuse to use any-
thing as pretentious as virtual
reality.)
There are special functions
included that enable you to dic-
tate what happens under cer-
tain criteria. For instance, you
can fire a laser beam at a
block, causing it to disappear,
Move sideways, or fall on top
of your 3-D character! These
functions are there as the foun-
dation stones of puzzles, and
while the kit is primarily de-
signed as an interactive game-
making package, the more
ingenious modelers can in-
dulge in all sorts of CAD-
based diversions.
The 3-D Construction Kit,
which includes a tutorial vid-
€0, costs about $40 and can
be obtained from Domark, Fer-
ty House, 51-57 Lacy Road,
London SW15 1PR.
One of the treats of being in
touch with so many 64 users
is the constant influx of de-
mos. I'm not sure if this phe-
nomenon is as big in the
States, but in Europe there are
hundreds of small bands of
coders who like nothing more
than making the 64 do things
it was never designed to do.
These punk programmers
push the beige box to its limit,
producing visual and audial
extravaganzas. Demo teams
can create dozens of sprites
on screen, rapid 3-D vector
graphics, full-screen images
without borders, pictures with
more than three colors per
character block, crisp sam-
pled tunes, and clever raster
line tricks. Sometimes it's diffi-
cult to believe that the 64 is re-
sponsible for such feats of com-
puting prowess!
There are thousands of
such demos in British PD librar-
ies, but be warned: Since Amer-
ica's television system and
electricity differ from Europe's,
some demos won't work. For
instance, it’s a lot more difficult
to put sprites in the border on
a U.S. 64 because of the
screen timing. For those that
do work, however, it's well
worth the cost of the airmail.
You'll make your 64 sing and
dance like never before.
Try dropping these guys in
England a note: Binary Zone,
153 Farriers Corner, Wes-
tlands, Droitwich, Worcester-
shire WR9 9EX; Kingsway Com-
puter Services, 72 Glencoe
Road, Sheffield; Phoenix, 64
Plumberow, Basildon, Essex;
and Silver Wing Software, 185
Callowbrook Lane, Rubery,
Birmingham B45 9TG. ia]
Serious products
and exciting
new demo progra
are still available
for the 64 in Engl:
Here are some
sources for both.
AUGUST 1992 COMPUTE
G-21
Here's a look at
a variety of old
and new products
and services
of interest to GEOS
G-22
users.
GEOS
ee a ET]
Steve Vander Ark
GEOS GRAB BAG
Well, it’s been a year now
since | first wrote this column.
Over the past 11 months—re-
member that little “hiccup” in
April?—I've covered a lot of
GEOS ground. I've also heard
from many of you, either via
the U.S. Snail Mail or E-mail on
QuantumLink. It's been interest-
ing, to say the least.
A lot of the mail lately has
been in response to the De-
cember column, in which | dis-
cussed Susan Lamb's geo-
Store. Susan has been unable
to make a go of geoStore, un-
fortunately, and as a result
hasn't been answering the
many requests she's received
for a catalog. It's always sad
to see this kind of thing hap-
pen, especially since it
means that most of you will nev-
er get to see any of Susan's
excellent graphics.
If you're in the market for ex-
ceptionally high-quality clip art
for GEOS, however, there's
another place to turn. The
folks who run a company
called DigiClips (1401-7235
Salisbury Avenue, Burnaby,
British Columbia, Canada VSE
4E6) have been proving them-
selves lately on Q-Link, where
they go by the name Fasung
Jai. These guys are dedicated
to the Commodore computer;
they pledge to support GEOS
until their equipment melts
down. They've been backing
up their promise with exception-
ally high-quality clip art upload-
ed to Q-Link. Their work in-
cludes line art, such as you'll
find on a Newsroom disk, and
highly detailed gray-scale im-
ages. Their graphics are
some of the best I've seen for
the Commodore, easily on a
par with the kind of art files
you'd find in a Mac or IBM
package. Q-Link’s libraries
have a nice selection of Di-
giClips files available.
This brings up the subject
of uploading and download-
COMPUTE AUGUST 1992
ing files for GEOS, which is the
best way to get the new utili-
ties, graphics, fonts, and so
on that come from other
GEOS users. (It's also about
the only way!) A new utility re-
cently made available on Q-
Link called geoPack (filename
GEOPACK, uploaded by Pe-
terMC3) lets you not only con-
vert files back and forth be-
tween GEOS and standard
Commodore formats, which is
essential for any transfer of
GEOS files via modem, but al-
so archive (combine into one
large file) groups of files for eas-
ier transfer. GeoPack does all
this from within GEOS itself,
which is a treat for people like
me who hate to leave GEOS
and stumble around, typing in
clumsy DOS commands.
A lot of you have written to
ask where you can find all
these great GEOS files | talk
about if you don't happen to
be a Q-Link user. Last year, |
published a phone number of
a BBS in Grand Rapids, Mich-
igan (where | live), that had an
extensive GEOS file section.
Unfortunately, the sysop of
that board has decided to no
longer support GEOS, so I've
had to switch my allegiance to
another local BBS. This
board, Rogue River BBS, is
one of the longest-running
BBSs in the area. It's running
on an Amiga, but the sysop,
Jim Foley, cheerfully supports
our local Commodore users
group and has agreed to let
me print his number. I'll be
uploading to his board all of
the public domain and share-
ware files that I've mentioned
in my columns. Now, any
GEOS fan can download
them for the price of the long-
distance call. The sysop as-
sures me that you should
have no trouble downloading
on the first call since his BBS
has no ratios or file points.
Rogue River BBS can be
reached 24 hours a day at
(616) 361-8267.
Several other new products
have been showing up in de-
mo form on Q-Link. (Demo
form means that all the fea-
tures of the programs are not
enabled, but users have a
chance to sample before buy-
ing.) One eagerly awaited pro-
gram is geoCanvas, a new
paint program that allows you
to open several windows on
one or more documents.
GeoCanvas features many
excellent drawing tools for cre-
ating high-resolution bitmaps,
including some not available
in geoPaint. As of this writing,
geoCanvas is in Beta testing
and is available to the public
in demo form only.
Dave Ferguson, whose
Dweezil Disks are a must for
any GEOS user, has recently
released Dweezil Label, a la-
bel-making program for
GEOS. A new version of his
popular geoStamp program,
called GeoSTAMPbig, is also
available. This new version
will allow stamps that are four
times the size of the old
stamps. The stamp file-han-
dling routines have been im-
proved to make it a cinch to
move through your collections
and choose a stamp. Each of
these great programs is avail-
able on Q-Link in demo form.
You can order the Dweezil
Disks direct from Quincy Soft-
ware, 9479 East Whitmore Av-
enue, Hughson, California
95326-9745. Disk 1 ($17.95)
features NewTools, and Disk
2 ($15.95) includes UltiPatt,
the ultimate pattern editor.
While you're at it, send Dave
$4.00 for his GeoPublish Com-
pendium, a ten-page booklet
with supplemental sheets tell-
ing you everything you need
to laser-print documents from
GEOS, even if you don’t own
a laser printer.
Send your GEOS-related
questions to Steve Vander Ark
in care of COMPUTE. He can
also be reached on Quantum-
Link as SteveV 14. a
The Gazette
Productivity 9
Manager :
g a
(Formerly PowerPak)
se
‘
i
Harness the productivity
power of your 64 or 128!
Turn your Commodore into
a powerful workhorse, keep track
of finances, generate reports
in a snap, manage your
money in minutes—
all with the new 1991
Gazette Productivity
Manager! Look at all
your 64/128 Productivity
Manager disk contains.
ORDER YOUR
1991 GAZETTE
PRODUCTIVITY
MANAGER
TODAY!
GemCalc 64 & 128—
A complete, powerful, user-
friendly spreadsheet with all
the features you’d expect
in an expensive commercial package
(separate 64 and 128 versions are included).
Most commands can be performed with a single keypress!
Memo Card—Unleashes the power of a full-blown
database without the fuss! Nothing’s easier—it’s a
truly simple computerized address file. Just type in
your data on any one of the index cards. Need to edit?
Just use the standard Commodore editing keys. (MasterCard and Visa accepted on orders with subtotal over $20).
Finished? Just save the data to floppy. What could be = js
easier? Oo YES! Please send me __ Productivity Manager disk(s)
($14.95 each).
Subtotal
Sales Tax (Residents of NC and NY please add appro-
priate sales tax for your area. Canadian orders, add
7% goods and services tax.)
——— Shipping and Handling ($2.00 U.S. and Canada, $3.00
surface mail, $5.00 airmail per disk.)
Total Enclosed
— Check or Money Order — MasterCard W— VISA
|
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Financial Planner—Answers all of those questions
|
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1 Credit Card No.
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concerning interest, investments, and money manage-
ment that financial analysts charge big bucks for! You
can plan for your children’s education and know
exactly how much it will cost and how much you need
to save every month to reach your goal. Or, decide
whether to buy or lease a new car. Use the compound
interest and savings function to arrive at accurate
estimates of how your money will work for you.
Compute the answer at the click of a key!
DON’T MISS OUT ON THIS
POWERFUL WORKHORSE!
Signature
(Required)
Daytime Telephone No.
Name
Address
su ae,
tate/ /
en etal C60
Province
Send your order to Gazette 1991 Productivity Manager,
324 W. Wendover Ave., Ste. 200, Greensboro, NC 27408.
Body language is
like a true
confession of what's
really going on
in the leamer’s mind.
G-24
D'IVERSIONS
Fred D'lgnazio
A SWARM OF
NAKED PUPPIES
Have you ever thought of the
contrast between the way you
learn now and the way you
learned as a child?
Recently, I've been an ob-
server of two laboratories of
learning: one in a high school
and one here in my study. In
the high school, | watch teach-
ers learning on computers. At
home, | watch two toddlers—
Laura, 3, and Tommy, 2%—
also learning on computers.
The contrast in their learn-
ing styles couldn't be more dra-
matic. And it’s all in their body
language. Body language is
like a true confession of
what's really going on in the
learner's mind.
The teachers enter the com-
puter lab at the high school in
tight little clusters. They joke
nervously and loudly, and
they immediately ask where
the rest rooms are and how
soon they can have their first
coffee break. When they sit at
the computers, they push
their chairs as far away from
the tables as possible, some-
times so far that it's impossible
to reach the computer keys.
Once the class begins, the
teachers are supposed to be-
gin team projects that encour-
age them to get up and move
about. However, most teach-
ers stay glued to their chairs,
as if to say, “This is where we
are supposed to learn. We are
the audience; you are the per-
former. You jump up and
down and be interesting, and
we'll stay seated.”
Tommy and Laura enter the
study in a slightly different man-
ner, more like shock troops,
gangbusters, and tornadoes!
By the time they get to the
study, they have managed to
lose most or all of their cloth-
ing and have become “naked
puppies.” And these puppies
don’t just mosey into the
COMPUTE AUGUST 1992
study—they swarm, they gal-
lop, and they stampede! They
bang open the study door; at-
tack both of the computers by
immediately pressing all the
keys and jerking the poor little
computer mice this way and
that; and all the while giggle,
shout, and jump around. And
they never sit down!
The computers are usually
in “sleep” mode when the pup-
pies arrive. Their screens are
lit up with little fishbowls or
scenes of sleepy cityscapes.
“Wake up, computer!” Laura
yells, as she clicks the mouse
and knock-knock-knocks on
the computer screen.
“L-M-N-O-Z!" shouts Tom-
my, as he simultaneously press-
es 11 keys, using both his
hands and his forehead.
Puppies swarm around the
computers, and they love to
print. They print immediately.
They print constantly. They
both know the key combina-
tions to crank up the printer,
and within a moment after
they've entered the study, the
printer starts spitting out pic-
tures of crabs, cats, moons,
and unicorns on skateboards.
As the puppies’ teacher, |
try to maintain a semblance of
order in the classroom and
break up fights. But, overall,
the puppies get along pretty
well, and | never have to re-
mind them to stay on task.
What is their task? As their
teacher, | try to lead them
through their early learning pro-
grams, beginning at the begin-
ning of the manuals and work-
ing toward the end. For some
reason, this isn’t the way pup-
pies learn. While I'm still at the
beginning of a manual, Laura
is somehow in the icon-edit sec-
tion of chapter 33, zooming in
on icons, painting red hair on
the sun (See, Daddy. It’s a
happy face!”), and drawing
legs on a pine tree. Mean-
while, Tommy is supposed to
be using a music program,
but he’s found a key combina-
tion that turns the musical key-
board into a talking parrot. A
moment later, he and Laura
are talking into the computer
microphone, trading insults
with the parrot.
The teachers in the high-
school lab spend six hours in
a workshop, trying to learn
more like naked puppies
learn. And the miracle is that
they succeed. Sometimes it
takes the entire sixhours, some-
times not. By the time they
leave the lab, they, too, are
swarming over the machines,
talking, laughing, pressing but-
tons a mile a minute, making
mistakes, and doing crazy, un-
predictable, wonderful things.
Their body language tells
all. As they transform from au-
dience to performers, the
teachers begin standing, walk-
ing, crouching, and crawling
under tables, examining wires
and cables. They carry a vid-
eo camera up onto a table
and shoot the classroom from
a lofty angle, or they fall to the
floor and adopt a toddler's eye
view. As they begin to imitate
my two little puppies, their ex-
citement goes up, their enthu-
siasm goes up, and their
noise goes up. And their learn-
ing. And their self-confidence.
And their self-esteem. And
their independence from their
teacher.
| like adults who act like pup-
pies. At the end of a long, ex-
hausting workshop day, if |
have a room full of big pup-
pies (all with their clothes on,
thank goodness!), | consider
the workshop a success. And
the teachers do, too. In fact, at
this point, they don’t care a bit
what | think. They're too busy
running around the room with
video cameras, microphones,
magic markers, and colored
construction paper, working
on projects galore. They're too
busy to notice whether they
even have an instructor.
That's when | know I've
been a good teacher. a
_ PROGRAMS
SUPERWINDOWS
By Cameron Kaiser
A problem with most computers is that
your work is limited to one screen. That
is, you have to deal either in text only or
graphics only. Some programs offer dou-
ble screens, but, invariably, one is too
large and one is too small. Or they won't
act like you want them to. In most cases,
they're just a hassle, On the 64, the only
way to circumvent this one-screen rule is
through raster interrupts, but who wants
to do all that work? With SuperWindows,
you might not have to.
SuperWindows is a patch that forks in-
to your VIC chip, giving you three
screens instead of one. Each screen car-
ries its own attributes, its own back-
ground color, its own screen memory (if
you want it), and its own screen mode
(the screens handle hi-res, too). Each
screen can also be shrunk and enlarged
to fit your program's needs.
Entering the Program
SuperWindows consists of two pro-
grams, Windowboot and Windows. Win-
dowboot is written entirely in BASIC. To
help avoid typing errors, enter it with
The Automatic Proofreader; see “Typ-
ing Aids" elsewhere in this section.
When you've finished entering this
short boot program, save it to disk be-
fore exiting Proofreader.
The main program, Windows, is writ-
ten in machine language. To enter it,
use MLX, our machine language entry
program; again, see “Typing Aids.”
When MLX prompts, respond with the
following.
Starting address: C000
Ending address: C10F
Be sure to save a program copy with
the filename WINDOWS, because this
is the name the boot program expects
to load.
For some ideas on how to use Super-
Windows effectively, examine Windows
Demo. By following this demonstration
program closely, you can discover
many of the more extraordinary fea-
tures of SuperWindows. It's written en-
tirely in BASIC. Once again, enter it
with The Automatic Proofreader to
help avoid typing errors. Save it and
Windows on the same disk.
Running the Program
To get SuperWindows up and running,
run Windowboot. It loads and executes
the main program and then returns you
to BASIC. Four SYS codes control Su-
perWindows. SYS 49170 turns it on.
SYS 49346,SM,MP.MB,SPSC,EW is
the syntax for editing Window 1. SMis
screen mode, the value normally going
into location 53265. For text this value
is 27; for hi-res, the value is 59.
MP is memory pointer, the value nor-
mally going into location 53272. Usual-
ly this value is 21 or 23.
MB is memory block, the value nor-
mally going into location 56576. Usual-
ly this value is 151.
SP is screen page, the value normal-
ly going into location 648. Usually this
value is 4,
SC is screen color, the value normal-
ly going into location 53281. Set this val-
ue to whatever color you wish (0-15).
EWis end of window. For Window 1,
the default value is 100. Any value
less than 49 will go offscreen. Conflicts
will result if the value exceeds the end
of Window 2's value. Press Run/Stop-
Restore if you have problems.
Window 2
SYS 49306,SM,MPMB,SP,SC,EW is
the syntax for editing Window 2. Note
that the SYS code is less than that for
Window 1. Watch out! The codes work
the same as those in Window 1, with
the exception that the default value for
end of window is 192. Again, any val-
ue less than 49 will go offscreen and
probably conflict with Window 1. Also,
the end of window value for Window 2
mustn't exceed that of Window 3.
Window 3
SYS 49383,SM,MPMB,SP.SC,EW is
the syntax for editing Window 3. The de-
fault value for end of window is 255.
Again, the end of window value
should be greater than 49. It doesn’t
matter if the end of window value
doesn't cover all the screen; Window 1
will wrap around to fill in the rest.
Should you need to turn SuperWin-
dows off, simply press Run/Stop-Re-
store. The values for the window para-
meters can be 0-65535; however, the
high byte of the values provided, if
any, will be stripped off.
One warning: Never use the disk
drive while SuperWindows is active, Dis-
able SuperWindows first, or disk dam-
age could result.
WINDOWBOOT
CP 1 REM COPYRIGHT 1992 ~ COMP
UTE PUBLICATIONS INTL LTD
- ALL RIGHTS RESERVED
FH 5 IFA=@THENA=1:LOAD"WINDOWS
",8,1
SYS49176:SYS49346,27,23,
151,4,6,160:SYS49308,27,
23,151,4,6,192
SYS49383,27,23,151,4,6,2
55: PRINT" {CLR}SUPERWINDO
WS3.2 ENABLED"
PRINT"DO NOT USE DISK DR
IVE WHILE ONLINE"; :NEW
WINDOWS
COGG:65 GB GB BB GB BH BB BB 81
COG8:8G BO BB BB BG BB BB BB 89
CG@16:8E CO 78 A9 7F 8D BD, DC DB
CG18:A9 G1 8D 1A DG AY G3 85 BA
CG26:62 A9 1B 8D 11 D® AD 7C EC
C628:CH 8D 12 DB AI 38 BD 14 1A
C636:63 AI CO 8D 15 G3 58 6G 54
C@38:AD 19 D@ 8D 19 DB 29 G1 29
CO4G:FG 19 C6 G2 10 G4 AD G2 SF
C@48:85 82 A6 62 BD 7F CO 8D FC
3 D@ BD 82 CG 8D 18 DG AB
85 C@ 8D 86 DD BD 88 86
8D 88 62 BD 8B CO 8D G2
D@ BD 7C CO 8D 12 DO 5F
FO 06 68 A8 68 AA 68 SF
4C 31 EA 5A 38 61 1B D2
1B 17 17 17 97 97 97 88
G4 G4 G4 G3 G6 BB GB FD
C696:2G FD AE 26 9E AD 26 F7 5D
C698:B7 A5 14 66 26 96 CG 8D 3A
CGOAG:7F CB 28 99 CO 8D 82 CO 21
CGA8:20 96 CO 8D 85 CO 26 9G 4F
C@BG:CG 8D 88 CB 28 98 CO 8D 65
C@B8:8B CO EA 20 98 C@ 8D 7C AE
C@CG:CB 66 26 96 CH 8D 8G CB C5
C6C8:28 99 CB 8D 83 CH 2G 96 SF
C@DG:CG 8D 86 CB 26 96 CB 8D 45
C6D8:89 CO 26 99 CH 8D 8C CB 72
CGEG:29 99 CO 8D 7D CH 6G 26 57
CGE8:98 CO 8D 81 CH 26 99 CB 15
COFG:8D 84 CO 28 96 CH 8D 87 YE
COF8:CG 2G 96 CB 8D BA CB 26 39
C16G:98 CG 8D 8D CH 28 98 CB EE
C168:8D 7E C@ 6G 9E 9E BE BE BB
FX 10
QD 26
HB 30
WINDOWS DEMO
FX 1 IFPEEK(4917G) <>12@THENLOA
D"WINDOWS",8,1
XE 10 PRINT"{CLR}{BLK}{N}{H}";
:SYS49176:SYS49346,27,23
7151,4,3,100:POKE8@8, 237
SYS49308,27,23,151,4,14,
192:SYS49383,27,23,151,4
71,255: POKE53286,14
CM 36 PRINT" {HOME}{3 DOWN}"TAB
AUGUST 1992 COMPUTE G-25
MK 26
PROGRAMS
GA
JM
JX
MA
CH
QB
QE
PB
ER
KB
DD
KS
EX
FM
GH
GD
EK
RD
RA
BR
RS
BA
DF
HK
QB
QJ
AJ
G-26
46
58
65
76
8G
96
166
116
126
136
146
156
168
176
186
182
196
206
216
226
236
246
256
252
253
254
268
(14) "SUPERWINDOWS"
PRINT"{7 DOWN}"TAB (6) "CO
PYRIGHT 1992 COMPUTE INT
pM ==
PRINTTAB (10) "ALL RIGHTS
{SPACE}RESERVED."
PRINT"{8 DOWN}"TAB(6) "PR
OGRAMMED BY CAMERON KAIS
ER"
FORX=8192T01624G:POKEX,@
NEXT
POKE5328G,15:SYS49346,27
723,151,4,15,106:SYS493G
8,27,23,151,4,15,192
SYS49383,27,23,151,4,15,
255
POKE53280,12:SYS49346,2
7,23,151,4,12,100:SYS49
308,27,23,151,4,12,192
SYS49383,27,23,151,4,12
7255
POKE53280,11:SY¥S49346,2
7,23,151,4,11,168:SYS49
368,27,23,151,4,11,192
SYS49383,27,23,151,4,11
7255
POKE53280,0:SYS49346,27
123,151,4,9,100:SYS4936
8,27,23,151,4,0,192
SY¥S49383,27,23,151,4,8,
255:FORX=1T0990:NEXT
PRINT" {CLR}{5}{8 DOWN}N
ORMALLY YOU'VE GOT ONLY
ONE SCREEN TO
{2 SPACES}WORK WITH."
FORX=10246T012288: POKEX
,@:NEXT
PRINT"THAT'S THE IDEA B
EHIND SUPERWINDOWS."
FORX=12288T014336:POKEX
,O:NEXT
PRINT"IT GIVES YOU THRE
E SEPARATE SCREENS TO
{2 SPACES}CONTROL."
FORX=14336T016383: POKEX
,O:NEXT
PRINT" {CLR} SEE2";
SYS49308,59,29,151,4,9,
230:SYS49346,27,23,151,
4,0,60:GOSUB63009
PRINT" {CLR}SCREENS CAN
{SPACE}BE RESIZED TOO..
EVEN SHRUNK!";
FORX=1T084:SY¥S49368,59,
29,151,4,0,230-X:SYS493
46,27,23,151,4,0,X+60:N
EXT
SYS49368,27,23,151,4,8,
236
SYS49346,27,23,151,4,9,
66
PRINT"{CLR}AND THE SCRE
ENS ACT INDEPENDENTLY 0
F{4 SPACES}EACH OTHER!"
FORX=1T02500:NEXT
PRINT" {CLR}THIS SCREEN
{SPACE}WON'T CHANGE..."
:FORX=1T01000:NEXT
COMPUTE AUGUST 1992
QH
FH
cq
HA
cc
xD
EB
PX
DB
AC
KP
IM
AA
BQ
BH
2768
286
298
308
316
326
336
348
358
368
62999
63008
63616
63628
63636
63046
63056
63066
63064
63065
63666
63667
63076
63071
63672
63873
63074
PRINT" {HOME}{8 DOWN}...
BUT THIS ONE WILL!"
FORX=1T010G:SYS49308,27
721,151,4,11,230:SYS493
68,27,23,151,4,0,230:NE
xT
PRINT" {CLR}SO MANY EFFE
CTS ARE POSSIBLE THAT T
HIS{2 SPACES}DEMO CAN'T
POSSIBLY SHOW";
PRINT" THEM ALL!"
FORX=1T0128:SYS49346,27
723,151,4,X,100:SYS4936
8,27,23,151,4,X+1,192
SYS49383,27,23,151,4,X+
2,255:NEXTX: PRINT" {CLR}
m
;
SYS49308,27,23,151,4,9,
192:SYS49383,27,23,151,
4,0,255:FORX=1T0100G:NE
XT
PRINT"PRESS D TO SEE TH
IS DEMO AGAIN."
PRINT"PRESS RUN/STOP-RE
STORE TO QUIT."
WAIT198,1:GETAS:IFAS<>"
D"THEN369
RUN
FOR X=9 TO 289 STEP1.
5
Y=INT (96+80*SIN(X/10)
)
CH$=X/8:RO&=¥/8
LN=Y AND 7
BY=8192+RO$*320+CHS*B
+LN
BI=7-(X AND 7)
POKE BY, PEEK (BY)
BI
IFX=68THENPRINT" {CLR}
{WHT }EXCITING!
{6 SPACES}":SYS49346,
27,23,151,4,14,66
IFX=120THENPRINT"
{CLR}{BLK}PRETTY, RIG
HT? ":SYS49346,27,23,
151,4,4,66
IFX=240THENPRINT"
{CLR}{5}BUT THERE'S S
TILL MORE!":SYS49346,
27,23,151,4,0,60
IFX=18GTHENPRINT"
{CLR}{WHT}A POWERFUL
{SPACE}UTILITY!":sys4
9346,27,23,151,4,3,68
IFX=60THENPRINT"
{HOME}{23 DOWN} {BLK}1
T CAN'T BE!"
IFX=60THENS YS49383,27
723,151,4,15,255
IFX=120THENPRINT"
{HOME} {23 DOWN} {WHT}T
HIS IS AMAZING!"
IFX=12@THENSYS49383,2
7,23,151,4,2,255
IFX=18@THENPRINT"
{HOME}{23 DOWN} {CYN}T
HIS DEMO IS GREAT!"
OR 2
GG 63675 IFX=186THENSYS49383,2
7,23,151,4,11,255
IFX=240THENSYS49383,2
7,23,151,4,8,255
NEXT
RETURN
XS 63076
FX 63679
HF 63686
Cameron Kaiser lives in La Mesa, Cali-
fornia. He's the author of Batch File 64
(May 1992).
REVELATION
By Matthew Spinks
Most people who are familiar
with the 64’s graphics capabili-
ties have used sprites at one
time or another. They may
have used one to create a point-
er in a graphic-driven menu sys-
tem or to display alien space-
ships in a game. In most cases
when sprites are used, they are
high-resolution or multicolored
objects, which contrast well
against the background color.
In some _— situations, however,
sprites need not be visible to
be effective. For example, set-
ting a sprite to the background
color enables it to reveal on-
screen text smoothly, a pixel at
atime.
To achieve this, an unexpand-
ed sprite is created as a solid
block measuring 8 x 8 pixels,
or one character in size. The col-
or of the sprite is set to that of
the background color, and the
sprite is then placed on the
screen where the first character
of the text is to be displayed.
The first character is poked in-
to the screen position where it's
hidden by the sprite. As the
sprite moves across the
screen, the character is slowly
revealed, pixel by pixel. When
the character has been com-
pletely displayed, the next char-
acter is poked into position be-
neath the sprite. As the sprite
continues to move across the
screen, it reveals the text as it
goes. This process is repeated
until all the text has been dis-
played. The overall effect is
that the text has been revealed
pixel column by pixel column.
are patterned or shaped. Thus, by hav-
ing a sprite shaped as a right-angled tri-
angle, characters could reveal a pixel a
row at atime, pixel column by pixel col-
umn. By making use of sprite priorities,
sprites could reveal first each other and
then text, thereby producing a three-di-
mensional effect. Sprites can work to-
gether to reveal text in different places on
the screen simultaneously or to reveal
text vertically instead of horizontally,
Entering the Program
Revelation is written entirely in machine
language. To enter it, use MLX, our ma-
chine language entry program; see
“Typing Aids” elsewhere in this sec-
tion. When MLX prompts, respond
with the following values.
Starting address: CDDC
Ending address: D003
Be sure to save a copy of the program
before exiting MLX.
A demonstration program is also pro-
vided to show off some of Revelation's
features. It’s written in BASIC. To help
avoid typing errors, enter it with The Au-
tomatic Proofreader; again, see ‘Typ-
ing Aids." To use the demonstration,
first load Revelation with the ,8,1 exten-
sion and then type NEW. Then load
and run Demo.
Other Techniques
These are only some of the ways you
can use Revelation. The technique can
be adapted for all sorts of purposes.
The only limitations on the process are
those imposed by your own ingenuity.
To use Revelation in your own pro-
grams, give the command SYS
52700,X, YSRAS. After the SYS call, X
and Y are the x and y coordinates of
where the text is to be placed.on the
screen (ranges 0-39 and 0-255 réspec-
tively), SP is the speed at which the
text is to be revealed (0 is the fastest
speed, 99 is the slowest), and A$ is
the text string to be revealed. Be sure
to put A$ text in quotation marks. For ex-
ample, SYS 52700,0,0,0,"HELLO
THERE" would print those words in the
upper left corner of the screen at the
fastest possible speed.
Revelation has considerable scope
and flexibility. First, Revelation occu-
pies the upper portion of the area
$CO00-$CFFF (49152-53247) so that
the lower part of the area is still availa-
ble for use by other programs.
Interrupts
Revelation is interrupt-driven as well. Af-
ter you've given the SYS command to
activate Revelation, you're free to con-
tinue with other processing. Revelation
also has a latch mechanism so that if
you give two Revelation SYS com-
mands in succession, the computer
will wait until the first command has fin-
ished before it attempts to process the
second. This is useful if you only want
to reveal text and do nothing else. (See
the demonstration program for an exam-
ple of this.)
Revelation will, as nearly as possi-
ble, emulate the standard PRINT com-
mand. All color codes, as well as
reverse on and off, are supported.
All parameters are fully evaluated.
Thus the command SYS 52700,0,0,0,
CHR$(5)+CHR$(18)+"HELLO THERE”
will reveal the text in white reversed
characters at the top left hand corner
of the screen, at the fastest possible
speed. Note that you must use plus
signs to connect the character strings
and text in this mode.
Ifa Y value of more than 24 is spec-
ified, Revelation will cause the screen
to scroll, with the text being revealed
on the bottom line of the screen. This
is to allow scrolling of the screen, simi-
lar to the ordinary PRINT command.
Error checking is another supported
feature. If any unprintable characters
are entered—CHRS(0), for example—
they won't be printed. This includes
any cursor or other control characters
not previously mentioned. Also, if the
text to be revealed would wrap around
onto the next screen line, either be-
cause the text to be printed is more
than 40 characters long or because
the specified x coordinate is too large,
then an ILLEGAL QUANTITY error will
be generated, because Revelation will
reveal only one screen line at a time.
Revelation also includes a facility
that allows you to define your own
sprites, This is useful if you wish to em-
ploy one of the more complex reveal-
ing methods outlined above, such as us-
ing a shaped sprite, or if you need to
use a VIC bank other than bank 0: Sim-
ply poke location 52916 with a 1 to use
your own sprite.
Revelation expects you to use
sprite 0. It's entirely up to you to spec-
ify sprite size, color, data location, and
so on. Revelation will handle sprite po-
sitioning for you, however, Use POKE
52916,0 to return Revelation to its nor-
mal mode of setting up the invisible
sprite for you.
Revelation should also peacefully co-
exist with any other software interrupt
programs you may wish to use, so
long as they aren't raster based. If
you're using other software interrupt pro-
grams, enable them first and Revela-
tion last. This will ensure that all pro-
grams receive their fair share of inter-
rupts. Revelation also uses memory
from the cassette buffer to store sprite
and character data, so avoid this area
while Revelation is in use.
REVELATION
CDDC:AD 15 63 C9 CF D@ B7 AD GF
CDE4:14 63 C9 35 FO F2 26 OG 6B
CDEC:E2 E@ 28 96 G3 4C 48 B2 CC
CDF4:8E F4 CF 20 @@ E2 EG 19 77
CDFC:96 @5 20 EA E8 A2 18 8E 65
CE@4:F5 CF 20 60 E2 E@ 64 BO AB
CE@C:E4 8E F7 CF 8E F6 CF 20 CB
CE14:FD AE 20 9E AD 28 A6 B6 3C
CE1C:C9 66 FG 47 8D F8 CF AG Cl
CE24:06 8C FA CF 8C FF CF Bl F6
CE2C:22 A2 11 DD E@ CF D@® 5 70
CE34:8A 69 86 DG 1A CA 16 F3 86
CE3C:C9 FF D@ 62 AO 7E 48 4A 1B
CE44:4A 4A 4A 4A AA 68 38 FD EC
CE4C:D8 CF 96 GC EE FA CF
CE54:FF CF 9D 80 @3 EE FF CF 45
CE5C:C8 CE F8 CF DG C9 AD FA 32
CE64:CF D@ G1 60 18 6D F4 CF 74
CE6C:C9 29 BO 81 AD F4 CF C9 12
CE74:1D 96 GC 48 AD 16 DB B9 23
CE7C:@1 8D 18 D@ 68 29 DF GA BE
CE84:0A 6A 69 18 8D 6G DO AD 14
CE8C:F5 CF @A OA GA 69 32 8D E2
CE94:01 DO AE F5 CF AD F4 CF 6B
CE9C:18 7D F@ EC 85 F9 85 F7 AQ
CEA4:B5 D9 29 63 69 D8 85 FA 9D
CEAC:29 27 @D 88 62 85 F8 AQ 94
CEB4:60 D@ 31 A2 3F AQ BG 9D 15
CEBC:49 03 CA 10 FA A2 15 A9 CB
CEC4:FF 9D 40 63 CA CA CA 10 29
CECC:F8 AD 17 D@ 29 FE 8D 17 B9
CED4:D@ AD 1D D@ 29 FE 8D 1D 74
CEDC:D@ AD 21 D@ 8D 27 D@ AI D3
CEE4:6D 8D F8 G7 AD 15 D@ 69 68
CEEC:61 8D 15 D@ AD 86 62 8D 37
CEF4:FD CF A9 @@ 8D FB CF 8D 44
CEFC:FC CF 8D FE CF 8D F9 CF 27
CFG4:78 AD 14 63 8D 9F 62 AD 9A
CFOC:15 63 8D AG G2 AX 35 BD 61
CF14:14 03 A9 CF 8D 15 g3 AQ 21
CF1C:7F 8D @D DC 2D 1l D@ 8D 2B
CF24:11 D® AQ FF 8D 12 DO AD BI
AUGUST 1992 COMPUTE G-27
PROGRAMS
CF2C:1A DG 69 81 8D 1A DG 58 15
CF34:60 AE F7 CF FO G8 CE F6 E7
CF3C:CF 18 55 8E F6 CF CE FC EC
CF44:CF 19 3B AC F9 CF CC FF AA
CF4C:CF FO 57 EE F9 CF B9 86 EC
CF54:63 16 16 29 7F C9 18 96 A2
CF5C:6B 29 EF AA BD F2 CF 8D 5B
CF64:FE CF BO DF 8D FD CF 96 26
CF6C:DA AC FB CF @D FE CF 91 B6
CF74:F7 AD FD CF 91 F9 EE FB 86
CF7C:CF A9 67 8D FC CF AD 12 BC
CF84:DG DO FB EE @@ D@ DG 68 1C
CF8C:AD 16 DO G9 G1 8D 16 DB EG
CF94:A9 61 8D 19 D@ AD BD DC CB
CF9C:29 61 F@ G3 6C 9F G2 4C 91
CFA4:BC FE AD 15 D@ 29 FE 8D 26
CFAC:15 D@ AO BG 8D GB DG 8D DB
CFB4:61 D@ AD 14 D@ 29 FE 8D 76
CFBC:16 DG 206 84 FF AD 1A DO AG
CFC4:29 7E 8D 1A DO AD 9F 62 6A
CFCC:8D 14 03 AD A@ G2 8D 15 BG
CFD4:63 4C 94 CF FF 06 46 20 39
CFDC:FF 44 80 88 96 65 1c 9F 15
CFE4:9C 1E 1F 9E 81 95 96 97 4F
CFEC:98 99 9A 9B 12 92 86 86 28
CFF4:06 G8 GB 6B GB GB BG BG 94
CFFC:60 66 06 68.86 GB BG BG 9C
DEMO
MQ 100 REM COPYRIGHT 1992 ~ CO
MPUTE PUBLICATIONS ~ AL
L RIGHTS RESERVED
REM WRITTEN BY M.
s
HJ 126 :
MK 136 REM MAKE SURE LOADER IS
IN MEMORY
XK 146:
XA 15@ V=53248:SA=5270G: POKEV+
32,0: POKEV+33,0:PRINTCH
RS (147) ; :POKE646,14
BL=52916:SYSSA,0,1,0,"T
HIS DEMONSTRATION SHOWS
HOW TEXT CAN BE"
SYSSA,@,3,0,"REVEALED S
MOOTHLY":SYSSA,27,3,0,"
ON THE SCREEN"
SYSSA,18,3,0,"ANYWHERE"
:SYSSA,3,5,0,"TEXT CAN
{SPACE}BE DISPLAYED IN
{SPACE }ANY":AS=""
BS="COLOR": FORT=1TOLEN (
BS) : READX:A$=A$+CHRS (X)
+MIDS$ (BS,T,1) :NEXT
SYSSA,32,5,0,AS$:A$=CHRS
(18) +CHRS$ (158)+"OR WITH
REVERSE ON AND OFE"
SYSSA,7,7,0,AS$:SYSSA,6,
6,0,"":POKE646,4:POKEBL
,1:POKEV+39,5:POKEBL,1
POKEV+39,4:SYSSA,5,9,9,
"TEXT CAN ALSO BE CURSO
R DRIVEN":SYSSA,8,0,9,"
"
CE 110 SPINK
AX 168
RG 178
MD 186
cr 196
BG 260
QB 219
QF 220
POKEBL, 8:SYSSA,4,11,0,"
AND CAN BE REVEALED AT
{SPACE} ANY":AS="SPEED"
BG 24G FORT=1TOLEN (A$) :SYS8A,3
G-28 COMPUTE AUGUST 1992
SF 238
O+T,11,T,MID$(A$,T,1):N
EXT
SYSSA,2,13,0,"TEXT CAN
{SPACE}SCROLL LIKE NORM
AL AS WELL:":POKE646,16
Y=14:FORT=3.14T06.28STE
P.2:C=COS (2*T) +SIN(T) :X
=6*C+12:Y=Y+1
SYSSA,X,Y,@,"SCROLLING"
tNEXT:SYSSA,X,Y,6,"":FO
RT=GTO1E3:NEXT: POKE646,
3
PRINTCHRS (147) ;:SYSSA,@
11,0,"DISPLAY OF TEXT I
S INTERRUPT DRIVEN TOO:
"
QG 258
SR 260
GE 2708
FG 280
MA 298 POKE646,13:AS=CHRS$(18) +
"THAT'S ALL FOLKS !11":
SYSSA,16,3,3,AS
FORT=9T04: PRINTCHRS (17)
:NEXT:END
PH 318 DATA158,306,31,153,150,5
XC 300
Matthew Spinks lives in Erica, Victoria,
Australia. He's the author of Medium-
Density Driver (September 1991).
FORMATTED LIST
By R. Markland
Formatted List is a programmer's utility de-
signed to create more manageable hard
copies of BASIC program listings for the
64. Formatted List produces uniform
page breaks, rather than printing pro-
gram lines over page perforations, and
prints an identifying header and page
number at the top of each page.
Typing It In
Formatted List is written entirely in ma-
chine language. To enter it, use MLX,
our machine language entry program;
see “Typing Aids" elsewhere in this sec-
tion. When MLX prompts, respond
with the following values.
Starting address: CO00
Ending address: C3B7
Be sure to save a copy of the program
before you exit MLX.
Compatibility
In general, Formatted List is compati-
ble with any printer, with or without an
interface, that will normally print a pro-
gram listing with OPEN4,4: CMD4:
LIST and recognizes CHR$(12) as a
one-byte form feed. Should you need
another form-feed command, you may
poke appropriate decimal values to
49424 and 49549 after Formatted List
is loaded. Because Formatted List can-
not recognize every conceivable print-
er/interface combination, it processes
50 BASIC program lines per page and
then sends a standard ASCII form
feed before starting the next page. You
may also need to determine if your print-
er/interface must be set with linefeeds
on or off. When some interfaces encoun-
ter cursor control or character color sym-
bols, they automatically convert the sym-
bols into words (up, down, blue, and
so on). An 80-character BASIC pro-
gram line may thus require more than
one printer line. Usually, Formatted
List can compensate for this. On rare
occasions a program may contain a se-
ries of lines packed with control char-
acters that, when expanded, will cor-
rupt the page formatting. If you can set
your interface to print the actual Com-
modore characters, it's advisable to do
so to eliminate the potential problem. Af-
ter Formatted List is loaded, you may
adjust the number of BASIC lines per
page by poking 49415 with a decimal
value less than 50.
Features and Conventions
Formatted List should be loaded at the
beginning of a programming session im-
mediately after power-up by typing
LOAD"FORMATTED LIST”,8,1. Press
Return and then type NEW and press
Return again. Now load a program to
be edited or begin work on a new pro-
gram. To use Formatted List, in direct
mode type SYS49152 and press Re-
turn. Screen prompts will ask for a head-
er line, remind you to check the print-
er, and inform you that the listing may
be aborted by pressing Run/Stop.
Formatted List will print a listing of vir-
tually any BASIC program, from a sin-
gle line up to more than 30K in length.
The listing requires tractor feed paper
and should be started with the print-
head centered on a perforation if your
interface expands lines. Otherwise, you
may prefer to adjust the paper to cen-
ter the text top and bottom. It’s advis-
able to turn the printer off and on after
the paper is aligned to establish prop-
er page length.
In the interests of simplicity and com-
pactness, Formatted List assumes
that there's a BASIC program in mem-
ory and that a printer is connected, on-
line, and loaded with paper. If you run
the program without these conditions
in place, Formatted List is likely to
crash and/or lock up the keyboard.
The title line may consist of 1-32 char-
acters and may contain any combina-
tion of characters with CHR$ values in
the range of 32-95 decimal values.
Formatted List will list the entire pro-
gram from beginning to end. If you
wish to list only a portion of a program,
formatting is unnecessary. A range of
lines may be specified in a standard
CMD4:LIST range command. Should
you decide that you need Formatted
List after you have a BASIC program in
memory, in direct mode, type
PRINTPEEK(45);PEEK(46) and press
Return. Record the values displayed.
Then type LOAD'FORMATTED
LIST’8,1 and press Return. Then enter
POKE45,v7: POKE,v2 and press Re-
urn (v7 and v2 are the values previous-
ly recorded).
Here's an important note: If you're
test running a BASIC program that
loads to or uses memory from address
49152, you'll overwrite Formatted List.
Should this happen, reload Formatted
List using the alternate loading method
described immediately above. Keep in
mind that if Formatted List has been
overwritten or corrupted, any SYS
49152 call will no doubt send you on a
one-way trip into the Silicon Cosmos,
so be sure to save your work first as a
precautionary measure,
FORMATTED LIST
G1
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CG26:00
C628:F3
CO3G:FF
C638:8E
CG46:8D
CO48:FO
CG5G:C3
CO58:26
CG6G:C3
CG68:D4
C@7G:AC
CG78:C3
CG8G:85
CGO88:A9
C69G:D2
CO98:A2
CGAG: 96
CGA8:GD
COBO:FB
C#B8:8D
C6CG:2C
C6C8:B3
CODG:A9
COD8: G4
CGEG: 26
COE8: 26
COFG:26
COF8: 26
C10G:EE
C168:D6
C110:96C
C118:FO
C120:B4
C128:5F
C130:90
C138:FB
C140:FB
C148:Bl
C156:8D
C158:43
C168:Cl
Cl68:FF
C170:20
C178:A2
C186:66
C188:6D
C19G:FF
Cl198:FF
C1lAG:A2
C1LA8:D2
C1BO:B2
C1B8:FF
C1c@:C3
C1C8:F5
C1DO:FO
C1D8:AD
C1lEG:C3
C1lE8:FF
C1LFO:B2
C1E8:C3
C200:01
C208:2C
C216:5F
C218: 82
C22G:A9
C228:AB
C236:FF
C238:DG
C240:5F
C248:10
C258:36
C258:AG
C26G:AG
C268:AG
C276:C2
C278:45
C280:54
C288:48
C296:44
C298:26
C2AG:54
C2A8:41
C2BG:29
C2B8:47
C2CG: 206
C2Cc8: 20
C2DG: 26
C2D8:20
C2EG:20
8D
BF
8c
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85
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36
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31
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C2E8:26
C2F6:06
C2F8:45
C360:54
C368:50
C310:56
C318: 26
C320:26
C328:48
C336:26
C338:4E
C34G:4F
C348:4C
C358
C358:28
C366:55
C368:49
C376:20
C378:4F
C380:53
C388:41
C39G:06
C398:80
C3AG: 00
C3A8: 00
C3BG: 06
4c
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53
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54
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R. Markland, who lives in Rawlins, Wy-
oming, has seen listing questions in Ga-
zette many times and says it's time for
a definitive solution.
BLANKER
By Charles W. Bozarth
Even with today’s newer monitors,
there's still a concern about burning a
screen image into the picture tube. This
can occur if the image on the monitor
stays the same for long periods of time.
IBM computers have a variety of utilities
for blanking the screen while the comput-
er isn’t being used. Blanker is a similar
screen-blanking utility for GEOS on the
64. It provides various ways to blank the
screen from any GEOS program that us-
es desk accessories.
Entering the Program
Blanker is written in machine language.
To enter it, use MLX, our machine lan-
guage entry program; see “Typing
Aids" elsewhere in this section. When
MLX prompts, respond with the follow-
ing values.
Starting address: 0247
Ending address: 076E
Be sure to save two copies of the pro-
gram to a GEOS work disk before exit-
ing MLX. Since you can't enter GEOS
AUGUST 1992 COMPUTE G-29
PROGRAMS
programs directly, Blanker must be con-
verted to GEOS format before it can be
used. One copy of Blanker will be con-
verted by GeoConverter 2.0 into a
desk accessory. Keep the other copy
as a backup in case something goes
wrong with the conversion.
If you don't already have a copy of
GeoConverter, we've included the list-
ing here. The converter can be found
on COMPUTE's GEOS Collection disk,
and it was printed in “The GEOS Col-
umn," March 1990. Be sure to use
“The Automatic Proofreader” (again,
see “Typing Aids”) to help prevent typ-
ing errors when you enter the program.
Save a copy of GeoConverter to the
disk that contains Blanker.
To prepare Blanker for use with
GEOS, load and run GeoConverter.
When prompted for a filename, enter
the name you used to save Blanker.
GeoConverter will then convert the file
into a GEOS desk accessory format.
Those who get Gazette Disk should
copy Blanker to a work disk before mak-
ing the GEOS conversion.
Using the Program
To start Blanker in most programs, se-
lect it either from the deskTop, or from
the GEOS menu in other programs. A
dialog box appears on the screen with
four choices to blank the screen. Select-
ing Cancel will return to the application
without blanking. Select one of the
choices and then click on the OK icon
to start the process.
Each option has its own unique way
of clearing the screen. For example,
Blank is the option that goes directly to
blanking the screen with the border col-
or. This is most effective if the border
is a dark color such as the GEOS de-
fault of black. The Blank option has the
same effect as turning off the monitor.
Tilt, Dissolve, and Drip are additional
choices, Drip is an especially amusing
and realistic effect. You'll probably
want to touch the screen to make sure
it isn’t wet. All of these options have the
effect of turning off the monitor once
the screen is erased.
While the screen is being erased,
the mouse pointer moves to the bottom
right corner of the screen. The blank-
ing process can be stopped at any
time and control returned to the appli-
cation by pressing any key or clicking
G-30 | COMPUTE AUGUST 1992
the mouse button
Blanker was written for the 64 ver-
sion of GEOS 2.0 using geoProgram-
mer software.
BLANKER
@247:GF 63
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3CF:02 £6.
nox ™
GEOCONVERTER
BA 16 REM COPYRIGHT 1992 COMPU
TE PUBLICATIONS INTL LTD
~ ALL RIGHTS RESERVED
SE 2@ IF (PEEK(772)+PEEK(773)*2
56) =42364THEN4G
PD 36 LIST@,1:LIST4,1:LIST6,1:
SA=PEEK (4625) *256+PEEK (4
624) :GOTO58
SX 40 POKE56,PEEK(46)+49:CLR:P
QQ
KR
MK
QE
SB
RS
BX
FF
BR
RQ
PP
DH
PK
SJ
AF
DG
EF
GP
CF
DR
MM
PE
56
60
78
86
96
169
119
126
136
146
156
168
176
186
196
208
210
226
230
2468
258
260
OKE53286,0:POKE53281,0:S
A=PEEK (56) *256+PEEK (55)
PRINT" {CLR} {8}{N} {DOWN}"
TAB (12) "{RVS}GEOCONVERTE
R 2.6{OFF}{GRN}{3 DOWN}"
: PRINTTAB (13) "COPYRIGHT
{SPACE}1992{DOWN}"
PRINTTAB (7) "COMPUTE! PUB
LICATIONS INC. {DOWN}":PR
INTTAB(11)"ALL RIGHTS RE
SERVED{2 DOWN}"
N=8:PRINT"DRIVE NUMBER "
N"{4 LEFT}™;:INPUTN:IFN<
8ORN>LITHENTO
KS="N":PRINT"IS DRIVE"N"
A 1581? "KS"{3 LEFT}";:1
NPUTKS: IFKS$<>"N"ANDKS<>"
Y"THENSG
TS=CHR$ (18) :SS=CHR$ (1) :I
FKS="Y"THENTS=CHRS (46) :S
S=CHRS (3)
INPUT"FILE TO CONVERT";
NM$:OPEN15,N,15:0PEN1,N
18,"0:"+NMS+",P,R"
GOSUB44@: IFEN<>@THENPRI
NT"{RVS}"ENS" "EMSETSEE
$:GOTO400
GET#1,K$,V$: IFK$<>CHRS (
71) ORV$<>CHRS$ (2) THENCLO
SE1:CLOSE15:GOT0220
PRINT" { DOWN} DECOMPRESSI
NG...":ZS=CHRS (@) :GET#1
t ESC=ASC (ESC$+Z$) :
GOSUB17@: IFV<>ESCTHENPO
KEAD,V:AD=AD+1:GOTO14G
GOSUB170:CT=V:GOSUB17@:
CT=CT+V*256:GOSUB170:GO
SUB160:GOTO149
FORI=1TOCT: POKEAD,V:AD=
AD+1:NEXTI:CT=0: RETURN
GET#1,V$:S=ST:V=ASC (V$+
ZS) : IFST=OTHENRETURN
IFS<>64THENGOSUB44G: PRI
NT" {DOWN}LOAD ERROR —
{RVS}"ENS" "EMSETSEES:G
0T0400
IFCT <> 6THENGOSUB16@:AD=
AD-1
PRINT" {DOWN}WRITING..."
:CLOSE1:PRINT#15,"S@:"+
NM$:CLOSE15
OPEN1,N,8,"O:"+NMS+",P,
W" :FORI=SATOAD: PRINT#1,
CHR$ (PEEK (I));:NEXTI:CL
OSE1
PRINT" {DOWN}CONVERTING.
.-"ZHDS=""FORI=1T04:RE
ADHE : HDS=HDS$+CHRS (HE) :N
EXTI
FORI=1T05:READIE: ID$=ID
$+CHRS (IE) :NEXTI
NLS$="":OPEN15,N,15,"1G:
":OPEN2,N,2,"#"
GOSUB41@:GET #2,NT$,NSS
: FORE=@TO7 : DS=NL$:GET #2
,B$:1=1:IFBS=NLSTHEN31G
IF ASC(B$)<>130 THEN310
AE 276 GET#2,HTS$,HS$:1=3:IFHSS
=""THENHSS=CHRS (6)
GET#2,BS:I=I+1:IFBS=""T
HENBS=CHRS (6)
IF (ASC (B$) =16G) OR (I=19)
THEN319
D$=D$+B$:GOTO28G
FORI=ITO31:GET#2,B$:NEX
TI: IFDS=NMSTHEN340
NEXTE: IFNTS=NLSTHEN34G
TS=NT$:SS$=NS$:GOTO25G
IFDS=NL$THENPRINT"
{DOWN}DISK ERROR!":GOTO
400
DTS=T$:SSS=SS:TS=HTS:S$
=HS$:GOSUB410:GET#2,MTS
;MS$: IFMSS$=""THENMS$=CH
RS (8)
FORI=GT065:GET#2,B$:NEX
TI:GET#2,CT$,GT$:GOSUB4
16:PRINT#2,HDS$; :GOSUB42
G
TS=DT$:S$=SS$:GOSUB416:
FORI=1T032*E+2:GET#2,BS$
:NEXTI:PRINT#2,CTS;MTS;
MSS;
FORI=GTO15:GET#2,B$:NEX
T1:PRINT#2,HTS;HSS;CHRS$
(@) ;GTS; IDS; :GOSUB426
PRINTNMS" CONVERTED!"
CLOSE1:CLOSE2:CLOSE15:E
ND
US="U1":GOTO430
us="u2"
PRINT#15,US;2;0;ASC(TS$+
"@") ;ASC(SS$+"GO") : RETURN
INPUT#15,EN,EM$,ET,EE:E
NS=STRS (EN) :ETS=STRS$ (ET
) :EES=STRS (EE) :RETURN
DATA @,255,3,21,87,10,1
10,0
DJ 286
BM 290
SF 366
EB 316
JX 326
CH 330
GA 348
PD 350
GF 366
RX 376
MB 386
GR 398
HB 409
DQ 419
CS 426
PA 436
JI 446
EH 456
Charles W. Bozarth, who lives in Kala-
mazoo, Michigan, began programming
on a VIC-20. He recently earned a de-
gree in mechanical engineering, but
continues to program as a hobby.
SUPERSAVE
By Jason P. Lewis
Saving your work periodically is a con-
cept that looks great on paper, but apply-
ing it is a whole different matter when at
the computer. Some programmers avoid
it, saying,''l'll never lose any files. It
could never happen to me.” Others com-
plain that saving takes too much time
when they're busy.
SuperSave is a short utility that will
greatly assist you in saving your BASIC
programs or BASSEM source code files.
In the case of a power outage, your chanc-
es of recovering most of your file would
be greatly improved with SuperSave.
Typing It In
SuperSave is a two-part program. The
main program is written in machine lan-
guage. To type it in, you'll need MLX,
our machine language entry program.
See “Typing Aids” elsewhere in this sec-
tion. When MLX prompts you, enter the
following values.
Starting Address: $CF64
Ending Address: $CFFF
When you've finished entering the pro-
gram, save it with the filename Super-
Save.ML before you exit MLX.
The second part of SuperSave is a
BASIC loader or boot program. It's
quite short, but you may want to use
The Automatic Proofreader to help
avoid typing errors. Again, see “Typing
Aids.” Be sure to save a copy of Boot
on the same disk as SuperSave.ML.
When you run Boot, it automatically
loads and runs SuperSave.ML.
Using SuperSave
When you load and run SuperSave,
you'll see a message that the program
has been enabled. You'll also see the
READY prompt.
In order to use SuperSave, you
must either load a program you wish to
work on or save a file. This will make
that filename active for a short period
of time. That filename will remain active
from the time the save or load was per-
formed until any other BASIC com-
mand is executed. During this time,
press Ctrl-Restore. This will make the
filename permanently active, at least un-
til you reset or turn off the computer.
Once you have an active filename,
you can use SuperSave as many
times as you wish. This is done simply
by pressing Restore. Each time you've
made some changes and want to up-
date the file on your disk, simply press
Restore,
SuperSave actually performs two
functions during a save. First, it scratch-
es the old version of the file, bypassing
the save-with-replace bug on older
1541 and 1571 drives. Then, Super-
Save performs a normal BASIC save.
When you press Restore, you won't
see the usual message indicating that
a file is being saved. In fact, the only
visual sign that you should notice is the
drive light coming on to indicate that
something is happening. By not print-
ing a message, nothing on the screen
is corrupted. After the SuperSave proc-
ess, you should notice no difference in
your program whatsoever.
This permits you to update your file
whenever you like, giving you no ex-
cuse for losing valuable data during a
power outage or similar occurrence. Su-
perSave will also save you several key-
strokes (pun intended).
How It Works
Each time you press Restore, the 64 ex-
ecutes the machine language instruc-
tions pointed to by locations 792 and
793. The actual address of the ML pro-
gram is the contents of 793 multiplied
by 256 and then added to location 792
(LC=PEEK(792)+PEEK(793)*256).
SuperSave changes these locations
to make the computer execute Super-
Save rather than its normal routine. If Su-
perSave doesn't recognize a keypress
in conjunction with Restore, it'll ignore
it. Instead, it'll execute the 64's normal
Restore routine. This means Run/Stop-
Restore retains its usual function and it
will disable SuperSave. To enable it
again, enter SYS 53092.
Customizing the Boot Program
You may want to customize the boot
program for each program you work
on. You can replace the new statement
in line 40 with a LOAD statement to
load your program. For example, if
your program's name were HELP,
then you would change line 40 to
LOAD “HELP"8.
Then, whenever you execute the Su-
perSave boot program, your working
program will automatically load. Press
Ctrl-Restore to make that filename ac-
tive, and you'll be ready for another
work session.
SUPERSAVE.ML
CF64:AD 18 63 8D E8 CF AD 19 15
CF6C:93 8D E9 CF A9 7B 8D 18 99
CF74:63 A9 CF 8D 19 G3 6@ AD 16
CF7C:8D 62 C9 G4 FG 4F 26 El C3
CF84:FF FG 6@ AD EA CF 18 69 77
CF8C:63 A2 EC AG CF 26 BD FF 78
CF94:A9 G1 AE EB CF AG OF 26 1D
CF9C:BA FF 20 CO FF 28 C3 FF Bl
CFA4:A9 G1 AE EB CF A@ FF 26 GF
CFAC:BA FF AD EA CF A2 EF A@ 97
AUGUST 1992 COMPUTE G-31
PROGRAMS
CFB4:CF
CFBC:FE
CFC4:D8
CFCC:E7
CED4:EA
CFDC: 46
CFE4:B7
CFEC:53
CFF4:26
CFFC: 20
BOOT
MM 5 REM COPYRIGHT 1992 ~ COMP
UTE PUBLICATIONS INTL LTD
~ ALL RIGHTS RESERVED
28
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FE 10 IF A=9 THEN A=1:LOAD"SUP
ERSAVE.ML",8,1
GP 20 SyS 53092
DD 30 POKE 53281,0:POKE 53280,
15: PRINT" {WHT} {CLR} {RVS}
SUPERSAVE ENABLED."
KG 40 NEW
Jason P. Lewis is a junior in high
school in Ascutney, Vermont. He
wrote SuperSave to help him with his
other programming efforts.
BALLOON POP
By Maurice Yanney
If you're the kind of person who gets a
kick out of popping balloons, you'll love
this game for the 64. You can either
drop pins on the balloons as they rise to-
ward the top of the screen or go for the
extra points by intercepting the balloons
with your pin-dropper. It slides left and
right across the top of the screen, and
you can control it in an effort to pop any
elusive balloons before they slip by you.
Pop them all and move to amore difficult
level. See how many levels you can com-
plete in this fast-paced game.
Getting Started
Although Balloon Pop is written entire-
ly in machine language, the program
loads and runs like a BASIC program.
To type it in, use MLX, our machine lan-
guage entry program. See “Typing
Aids" elsewhere in this section. When
MLX prompts you, respond with the fol-
lowing values.
Starting address: 0801
Ending address: 1100
Be sure to save a copy of the program
before exiting MLX. The program
works with a joystick in either port or
G-32 COMPUTE AUGUST 1992
from the keyboard with cursor keys
and space bar.* *-
Playing the Game
The object of the game is to pop all the
rising balloons without letting any get
by. You control a pin-dropper, which is
located at the top of the screen. Use
the pin-dropper to pop the rising bal-
loons by dropping pins on them, or ma-
neuver it so that it breaks balloons as
they reach the top of the screen.
To move the pin-dropper to the left,
use the Crsr up/down key; to move to
the right, use the Crsr left/right key. A
joystick (in either port) may also be
used to move. Press the space bar or
the joystick button to fire a pin down-
ward toward the rising balloons. Only
one pin can be fired at a time.
When a pin hits a balloon, you re-
ceive 10 points, and the number of
popped balloons increases by 1. If the
balloon hits the pin-dropper, you re-
ceive 50 points, and the number of
hits is incremented by 1. To complete
the first level, the number of hit and
popped balloons must be 10; an addi-
tional 5 balloons are needed for each
subsequent level (up to 50).
The score, the level, the number of
popped balloons on the current level,
the number of hit balloons on the cur-
rent level, and the extra balloons are dis-
played at the bottom of the screen. In-
itially, there are five extra balloons.
When a balloon reaches the top with-
out being hit or popped, an extra bal-
loon is lost. When there are no more ex-
tra balloons, the game is over. An extra
balloon is awarded for each 500
points reached.
Complete a level, and you'll get 10
bonus points for each popped balloon
and 50 points for each hit balloon.
Each level becomes more difficult with
the addition of another balloon to the
number of balloons that are approach-
ing your pin-dropper. Level 1 begins
with three balloons simultaneously ris-
ing. The pin-dropper is positioned clos-
er to the rising balloons on higher lev-
els, and five more balloons are re-
quired to complete each level.
To quit playing the game, press the
Q key. To pause the game, hold down
the Shift key or press the Shift Lock
key. To continue playing, release the
Shift key or the Shift Lock key.
BALLOON POP
9801:0B
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11 85 FB B9 DB ll 85 4E
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20 91 FB 6@ AD 18 12 22
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28 OA ES AD C4 11 AE 3E
11 20 CD BD 20 F5 OD AF
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CB 89 DB G5 AI 26 8D 35
07 A2 18 AG 18 18 26 F3
ES A9 6G AE Cl 11 26 34
BD 69 20 78 BE AC C2 46
AUGUST 1992 COMPUTE G-33
PROGRAMS
16Bl:11 CO GA FO B9 CB BC C2 22
10B9:11 A9 FE 99 DC @7 68 AD B7
10C1:1B 12 D@ 18 20 A8 GE AC FB
16C9:C2 11 F@ G8 AI 28 AC C2 18
1@D1:11 99 DC 67 CO FF F@ 64 D8
16D9:88 8C C2 11 66 BB BG BB
19E1:86 68 88 3C 66 C3 C3 66 FS
16E9:3C BC 96 BG BO BG BB BG EB
16F1:66 66 66 12 26 53 43 4F 57
16F9:52 45 3A 26 20 4C 45 56 FO
1101:45 4C 3A 206 20 50 4F 58 53
1169:3A 26 26 48 49 54 3A 26 09
1111:26 45 58 54 52 41 3A 26 11
1119:28 26 26 26 20 92 34 36 35
1121:36 38 36 36 12 26 26 92 54
1129328 280 286 20 20 26 12 26 2F
1131:26 92 26 26 26 26 12 26 D3
1139:20 92 26 26 26 26 12 26 DB
1141:26 92 66 3C 18 18 18 668 2D
1149:08 60 84 BB BO BG BB 3C AT
1151:18 18 18 @@6 FF FF FF C3 4C
1159:66 66 66 66 FF FF FF FF 7B
1161:18 18 18 8E 1C 93 66 42 F2
1169:41 4C 4C 4F 4F 4E 26 56 62
1171:4F 50 66 54 4F 28 58 4c 7C¢
1179:41 59 66 50 52 45 53 53 39
1181:20 41 4B 59 20 4B 45 59 75
1189:26 4F 52 26 4D 4F 56 45 75
1191:26 4A 4F 59 53 54 49 43 97
1199:4B 60 1D 47 41 4D 45 20 63
11A1:4F 56 45 52 @8 45 4E 44 C4
11A9:26 4F 46 26 4C 45 56 45 E3
11B1:4C 06 42 4F 4B 55 53 3A DF
11B9:98 GO 6G GB GB BB BB BB DB
Maurice Yanney used Fast Assembler
from the Gazette Power Tools disk to
write this program. He lives in Leba-
non,.Pennsylvania.
SUB ATTACK II
By Tai Bush
If you like underwater arcade-style,
games, you're going to love Sub Attack
Il. This fast-paced game for the 64 can ac-
commodate up to eight players. Enemy
targets include submarines, airplanes,
trawlers, and helicopters, and you can
play on any of 40 levels. Scenarios are
played in different combinations of clear
or murky waters and clear or cloudy
skies.
Entering the Game
Sub Attack II is written entirely in ma-
chine language, but it loads and runs
like a BASIC program. To enter it, you'll
need MLX, our machine language en-
try program; see “Typing Aids” else-
where in this section. When MLX
prompts, respond with the following.
Starting address: 0801
G-34 | COMPUTE AUGUST 1992
Ending address: 1B18
Be sure to save a copy of the program
before exiting MLX.
Prepare for Action
From the opening menu, select the lev-
el and number of players desired.
Press f1 to start the game. You control
the black ship in the center of the
screen. Use a joystick to move the
ship left or right. Press the fire button to
fire straight up. Tilt the joystick left or
right and press the fire button to fire to-
ward the sides. Pull back on the joys-
tick and press the fire button to drop a
depth charge. Each level lasts approx-
imately one minute.
Enemy Forces
You'll face a formidable fleet of enemy
forces. Here are some important facts
about their weapon systems.
Blue submarines fire torpedoes ran-
domly toward the top of the screen,
These torpedoes are deadly if they hit
your ship or if your ship plows into a wa-
ter spout created by their explosions.
Airplanes drop bombs as they pass
directly over your ship. They also drop
bombs whenever they're hit. If you
shoot one down, avoid it as it crashes
into the water.
Trawlers travel half the distance
across the screen, then turn and
leave. They drop mines that explode at
random intervals.
Helicopters have unlimited ammuni-
tion. They drop bombs above your
ship. Be careful whenever they hover—
they drop bombs continuously.
Turtles are replicas of the first oper-
ational submarine, built in 1776 by
David Bushnell and called the Turtle.
These Turtles are black and white, and
they fire yellow missiles that explode
when they reach the surface.
Gray submarines fire missiles that en-
ter the atmosphere, turn, and explode
when they fall back to the surface.
Jet planes drop parachute bombs.
Scoring
Blue submarines, airplanes, and trawl-
ers earn you 10 points each when hit;
all other enemies are worth 20 points
each. Levels 1-10 are played in clear
waters and are considered easy. Lev-
els 11-20 are played in murky waters
and are moderate. Skies are clear in
these levels. Levels 21-30 are played
in clear waters and cloudy skies, and
levels 31-40 are played in murky wa-
ters and cloudy skies. These last 20 lev-
els are difficult.
Press P at any time to pause the
game. Press it again to continue.
SUB ATTACK II
9801:0B G8 76 17 9E 32 34 36 6E
9809:37 84 G6 GB 26 20 20 20 96
G811:28 20 20 26 26 AB C4 BO G6
9819:3C 68 99 F8 G6 BO FD @8 F6
0821:99 33 G3 88 D@ Fl AG G9 4c
9829:B9 GC 68 99 FF G3 88 D@ Al
0831:F7 A9 Bl 85 2D AO 1F 85 16
@839:2E 4C 6G G1 14 EO OG El 89
0841:1F 8F 19 BO 6E G9 99 EB 37
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0851:05 61 C6 F9 D@ ED A2 63 23
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@869:A2 64 26 34 63 18 69 67 65
0871:16 65 A2 GA 26 34 63 85 1D
0879:A8 AS A7 85 AY AS FE 85 FB
O881:F7 AS FF 85 F8 26 6C 63 73
F8 85 FF AS F7 85 FE 72
26 34 63 D@ 1E A2 68 21
34 63 AG G2 84 AB 85 2A
18 A5 FC 65 A6 85 F7 58
FD 65 A7 85 F8 26 6C EF
@8B1:03 4C 13 61 E8 26 34 63 FB
98B9:D@8 1C AG G3 84 AB EB 26 36
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4C 5C Ol A2 BC 26 34 C3
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69 64 A8 DO D6 E8 26 37
03 DO BA A2 G2 2G 34 21
18 69 G6 D@ ED A2 G8 A2
34 03 DG E6 AD BB 85 F7
A4 FB F@ GC 66 FA 2A 37
A7 C6 FB CA DG F2 AB DB
48 Bl FE 85 FA AQ 68 FE
FB 68 A4 FE DO G2 C6 4A
C6 FE C@ £7 DG DE A4 BS
C@ G7 D@ DB AI 37 85 BA
58 4C @D G8 A4 AB FO 49
9939:22 A5 F7 38 E5 A8 BO G3 7E
0941:C6 F8 38 85 F7 AS FC ES 8A
9949:A8 BG 62 C6 FD 85 FC Bl 3A
G6951:F7 88 91 FC 98 DG F8 C4 42
6959:A9 FG GA Bl F7 C6 FD C6 76
696 C6 AI 10 EC 66 78 E6 98
096 4C 16 88 66 88 GC B8 75
G971:01 G6 9E 32 38 36 31 E3 9B
9979:25 AQ 1C 47 G9 18 AD 8G EC
9981:8D 8A C9 GF 8D 18 65 51
9E 28 23 19 26 67 B9 2A
G4 84 7E 8D BA 63 20 51
OB 206 7F GE 26 38 10 32
69A1:20 D5 GC D1 Cl GD 20 CO 1B
69A9:15 20 9F FF 81 1B C4 DB 26
09B1:73 45 50 DO F9 4C 27 B8 ED
G9B9:59 AA F3 78 6D G4 15 44 13
G9C1:BD DA 15 95 D4 64 35 Cl 3F
Bae
GA69:G1
GA71:79
GA79:11
GA81:67
GA89:64
GA91:71
GAI9:AG
@AA1:AC
GAAI:AG
@AB1:79
GAB9: 09
GAC1:69
@AC9: 46
@AD1:16
GAD9: 26
GAE1:20
GAE9:27
GAF1:13
GAF9: 30
GBG61:39
@BG9:64
@B11:14
GB19: 98
@B21:A2
GB29:38
@B31:55
@B39:4C
GB41:A2
@B49:CA
GB51:DG
@B59:8C
6B61:DB
GB69:1C
@B71:BC
@B79:C6
@B81:61
GB89:82
0B91:61
GB99:06
@BA1:43
GBA9:81
OBB1:F8
GBB9:12
@BC1:32
@BC9:9D
@BD1:4C
9BD9:35
GBE1:61
GBE9:94
GBF1:38
@4
79
46
AG
80
65
13
B3
15
8D
cs
11
43
42
6G
1D
18
A4
69
2F
ca
Ag
BC
9A
49
8D
AG
B9
A2
DF
04
66
AG
3E
82
69
ol
G2
Os
41
65
BC
26
64
96
34
60
12
G3
@4
67
AB
9D
65
21
99
G7
61
8c
B9
ES
36
78
UE)
@D
8c
CA
@4
G4
4a
37
8A
BO
E7
E6
A6
28
6A
ce
29
8D
14
25
GA
GA
66
11
G3
(oly)
66
84
18
og
69
7A
8c
E2
21
18
44
OBF9:69
@CO1:AB
9CG9:6D
GC11:C4
GC19:88
@C21:96
OC29:F5
@C31:D2
@C39:9A
@C41:65
9C49:320
GC51:82
9C59:25
GC61:86
GOC81:AA
9C89:58
@C91:8D
@CE1:CE
G@CE9: 23
GCF1:89
GCF9:64
@DG1:8C
GDG9: 46
9D11:18
@D19:4C
@D21:61
@D29:1E
9D31:8C
@D39:55
@D41:FF
GD49:95
6051:37
@D59:C9
OD61:11
GD69:2E
@D71:8E
@D79:4F
9D81:5D
9D89:B9
@D91:60
GD99: 26
GDA1:C8
GODAY9: 22
6DB1:D6
ODB9: 68
6pC1:4D
@DC9:E2
@DD1:1E
@DD9:A6
@DE1: 26
@DE9:3E
@DF1:47
ODF9:52
GEO1:9B
GEG9:FC
GE11:36
GE19:FO
GE21:G0E
GE29:CA
@E31:1A
GE39:09
GE41:26
GE49:06
@E51:77
GE59:A2
GB61:58
GE69: GC
GE71:4E
GE79:AD
GE81:B2
GE89:4A
@E91:11
GE99:CO
@EA1:AD
@EA9:AD
GEB1:FB
GEB9:G2
GEC1:65
GEC9:C7
GED1:B4
GED9:A9
@EE1:DE
GEE9:CE
GEF1:9E
GEF9: 43
GFO1:98
GFOI:FA
GF11:2A
GF19:D6
GF21:29
GF29:04
GF31:3C
GF39:A6
GF41:C9
@F49:C9
GF51:06
OF59:E1
OF61:C7
GF69:14
GF71:0B
GF79:9F
GOF81:71
@F89:57
@F91:DE
GF99:7E
@FA1:ED
GFA9: 8F
GFB1:BB
GFB9: 68
@FC1:A3
GFC9:26
GFD1:A2
GFD9:DG
OFE1:62
OFE9:41
OFF1:66
GFF9:08
1661:99
1969:AG
1611:00
1619:4E
1621:09
1629: 2F
1631:16
1039:16
1641:1A
1649:E3
1651:DF
51 A6 68 8C DB 44
51 1D 68 14 E4 44
AUGUST 1992 COMPUTE
PROGRAMS
1659:E6 51 B7 68 6E E7 44 A3 FD |1289:91 90 GE DA FG 10 SE 42 D@ | 14B9:14 87 37 36 61 52 5C BB 7A
1961:EB Dl 3C 18 60 8A 28 1F 91 | 1291:DA CE 43 65 F3 BG DG 68 F3 | 14C1:86 BD 3D GE 18 69 G1 2D B7
1069:86 68 G1 D@ G1 AD 7 D3 87 | 1299:95 90 CA 63 14 1A 1F BG 34 | 14C9:98 G5 F7 C9 G1 44 DD 26 14
1971:CC 51 D3 68 14 71 12 C9 Al | 12A1:CG 68 CO FD G9 41 G1 74 F9 | 14D1:DB GF B9 G4 DG CD AD FG 2D
1979:D9 CA 8F DB E6 A3 28 39 38 | 12A9:85 C2 44 FG 12 64 DD OF C5 | 14D9:14 BG 96 95 C2 4C B5 17 6D
1681:DF 17 83 AG 16 C9 E3 D2 44 | 12B1:07 AS FC 77 85 FC A5 FB 41 | 14E1:A9 C7 9D OG BF G6 83 CO 49
1089:AG Bl 15 C9 E6 84 GF 46 4D | 12B9:D9 GA DB 51 FG D7 62 G1 29 | 1469:03 96 F2 G7 GA AY OG AG 1E
1691:17 C9 EB 52 Al EE 51 DB 99 | 12cl:FC 83 25 FC FO G9 49 G1 F8 | 14F1:18 8G A9 EE EA 2F FE C7 44
1699:18 C9 EE 98 68 17 FG BG 51 | 12C9:16 13 FO 62 18 69 38 66 GF | 14F9:72 AE AS G9 26 G5 D1 3F C4
16A1:68 DC 17 66 Cl E2 8B B5 7C | 12D1:BA A6 1A 9E 44 99 31 27 18 | 1501:C9 EF F@ 3C 73 27 23 DG 3D
10A9:GC 1A GB 12 1A OB 5G 9C 13 | 12D9:A4 AO 18 9A G4 22 1G EG 11 | 1509:25 GF G4 AD 98 26 BA DG OF
10B1:F9 21 9A E@ 2F G8 11 E8 1D/12E1:6B 19 16 E2 GA G8 82 8G BB | 1511:AG 18 1D 1A 86 GD 11 B9 6A
19B9:CD 19 BG 1F 13 C9 OF FG FE | 1269:0B 26 BG 68 F3 G9 88 85 8C | 1519:AD AG GA SD G4 8D 16 97 67
10C1:38 93 36 30 79 44 2B 72 91 | 12F1:BD G6 29 GF C9 G7 DG G3 9B |1521:42 26 84 A3 66 C9 9D BB 55
16C9:44 26 72 E8 8B 4C C4 11 9A | 12F9:FE 29 41 F8 2A 68 CO 4F 63 | 1529:06 15 28 G4 20 1A Bl 4C 98
10D1:C9 32 BG 1c BG Cl 82 E5 34 | 13G1:E0 FO GC 1E 64 GD 93 G9 BE | 1531:2B F2 DD 9C 41 68 96 46 DO
16D9:F6 15 18 69 FB SE GD 3A FE | 1369:4C 03 15 7A FB AG 26 78 7B | 1539:B8 A9 G5 26 1D 5C 80 5E 86
1GE1:EF 85 @8 F3 SE F@ G3 FE 57 | 1311:15 37 56 30 64 51 C8 C8 24 | 1541:10 28 G4 GA DF C2 BC C9 EB
1GE9:5C DE 82 B@ 85 31 93 7D BB | 1319:C@ G6 DG G2 78 FG 55 BS 46 | 1549:E9 9A 81 83 CB 66 4D 18 22
16F1:B7 63 1C GA 16 Al A4 El G5 | 1321:02 44 9C Al C2 GD DG 98 8B | 1551:A9 G2 206 E3 BA 41 41 C9 BB
16F9:E5 11 @5 GC 1A D3 26 4F 62 | 1329:16 Dl £1 FG GA AB CB 68 16 | 1559:E8 86 62 El A8 C9 JE 9G 32
1161:CF 34 D@ 61 DB 1D 44 G2 CD | 1331:2A El 24 1B 686 18 24 20 E6 | 1561:GA DE 15 BD B4 20 5D G3 AA
1109:60 96 1B A3 GA 29 C7 86 75 | 1339:62 42 83 E2 EG 1E 8A C9 1E | 1569:DG 28 26 FB 12 C9 A4 DO 9B
1111:60 D3 1B 78 D4 83 85 47 99 | 1341:62 DG E6 D2 AB G6 1E 19 59 | 1571:E2 88 98 16 84 BG 88 C9 G3
1119:4E C6 FO 14 C9 CB F@ 10 E2 | 1349:A9 E2 4C 39 15 8A GA AB AY | 1579:EA FG DC AD BA G3 3D 24 4C
1121:66 E7 64 C2 C2 C9 G5 98 C4 | 1351:66 38 13 6A FO BA C9 7E 43 | 1581:51 F2 1B GE FE FA 3B 20 30
1129:63 40 8B Cl 13 30 32 G3 2B | 1359:F@ B6 4C 41 15 EG Fl ED 41 | 1589:26 E5 GA AQ GE 4C 56 G8 6F
1131:03 87 5F 30 BGO 86 FE Al E4 | 1361:6C 79 38 E2 FG G8 F2 18 F6 | 1591:22 2E G7 G4 FG G9 DE F6 D9
1139:CC 16 22 3A 86 G4 GE 29 37 | 1369:70 14 98 5D 32 51 41 G3 11 | 1599:26 Fl 12 4C B6 18 B9 Bl El
1141:C@ C2 51 64 22 G1 SA CD 76 | 1371:3B 63 33 34 18 El 73 18 E6 | 15Al1:BC @@ 8A B87 CD @5 8C BA 91
1149:4C 6B 12 A9 11 6A 45 CG C6 | 1379:84 67 39 6B AY E3 2A B7 B3 | 15A9:CD 87 DG FS B5 CD B9 DB E7
1151:CC F9 11 C9 CE BO 2C 38 EG | 1381:76 64 C2 2F C9 96 DG 34 AA | 15Bl:DG G5 AQ 14 9D B7 63 AD 7B
1159:35 89 C9 96 FG 11 94 C9 DI | 1389:A9 G3 E8 8D CO 98 EE 17 98 | 15B9:15 DG 3D 27 10 FO 61 60 63
1161:CD FG G5 23 28 D6 86 G2 19 | 1391:61 AD BC 63 29 G7 AG GB 12 | 15C1:AD 1B D4 C9 48 BO CG G7 GE
1169:4C E2 62 CE C6 GC 38 76 CE | 1399:AA El G4 80 26 DA 15 AG 4D | 15C9:4F EB 9D 4D 3F AQ Gl 9D SE
1171:4A GE 67 85 30 42 8F G8 33 | 13A1:46 D9 67 68 AA BD ED 44 2C | 15D1:2C DG 26 3F 13 4C 65 13 E5
1179:C8 AA EC AQ Gl 29 8C 4C F4 | 13A9:16 24 48 FD 15 99 25 38 5E | 15D9:73 72 83 C9 Al DO BC BY 89
1181:C@ D2 FO OD FE 94 @4 DG CA | 13B1:BD OD 16 99 26 38 60 81 AA | 15E1:B6 38 EY GA 99 OB DG 4C 3A
1189:26 GC 30 GE 96 G8 20 GF 2D | 13B9:F2 7C C2 26 C9 40 C8 GB B3 | 15E9:8D 12 86 BS 44 21 20 SC 3E
1191:10 G5 4C C4 68 BB 8B 8D 9A | 13Cl:31 D8 15 65 Gl G5 G4 36 G4 | 15F1:2A BG 52 AD G3 46 60 BD 35
1199:9C 8C 68 C8 99 23 GE 72 A2 | 13C9:C2 20 G3 G1 3C 8D 56 21 A3 | 15F9:65 C9 ED FG B6 FE FD 87 CA
11A1:E6 28 86 9C 8C 2C C8 C9 8B} 13p1:40 50 54 BG C4 22 BC 48 32 | 1601:A9 G6 9D 60 1C 60 FG E2 64
11A9:56 25 8C 84 8D Al 22 27 75 | 13D9:C9 DB FO 18 93 F3 GE E4 E8 | 1609:4C F8 18 DE 61 B8 BD Bl A2
11B1:A3 07 2E F2 18 65 BA C8 EF | 13E1:DD D@ 1A BC D@ GC 9C DG FA | 1611:03 29 G1 DB 9E 4c 35 13 D9
11B9:B@ 59 25 22 7D E8 66 Bl 53 | 13E9:22 75 8E 78 G8 GA GC 1D 75 |1619:A9 GG 80 72 96 AY 33 GA 6B
11C1:B9 91 62 38 ES FB 13 96 BE | 13F1:C@ 82 26 30 18 66 73 98 A2 | 1621:03 OA D@ A4 28 40 BA D1 DD
11C9:E9 AJ 12 38 E9 B2 12 E2 32 | 13F9:E7 17 AD 7F C3 FC 11 B9 75 | 1629:A4 29 BI GB D3 99 BB 2B 59
11D1:28 88 2D 20 98 07 23 GO F6 | 1461:DF E6 39 67 E7 2C EG 26 3C | 1631:60 F8 EB A9 37 85 Gl C8 4E
11D9:68 33 21 82 85 20 1D 38 38 | 1499:61 BD 7E 16 D9 C6 95 G6 9D | 1639:8C BE DC 88 85 Fl 2A BO 4C
11E1:DA 8A 76 85 FB A5 32 G7 SC | 1411:4C Fl 12 BE C8 D2 26 38 14 | 1641:30 68 2C 98 AA 91 FB C8 GB
11£9:0E 8C G5 FB 8A 72 88 84 4A | 1419:37 10 FA 61 DG G6 C1 CS 38 | 1649:DG BB FC 43 74 OD DG F4 4E
11F1:39 18 32 16 82 @6 1C 42 8C | 1421:95 16 65 C5 C7 21 62 BG 1A | 1651:AA AQ 55 D8 AY 1B 85 FC 37
11F9:71 15 76 C6 81 GF 24 GA 2F | 1429:63 9D B4 98 26 AG 13 78 A4 | 1659:68 OB FD E8 BD E5 1A 85 D9
1261:83 DG F9 AD 12 CD 55 33 DA |1431:EC 81 1C 4D BG @7 1A 64 C2 |1661:FE E8 Bl FB F2 F8 DG G2 5C
1209:F@ F9 4B 8D GE DC 60 C9 D4 | 1439:86 41 9A FG 25 BD 51 12 29 | 1669:E6 FC C9 DF FO GF C9 DD B4
1211:D6 EG 26 21 CG 44 AG G7 SA | 1441246 4E 16 19 66 E2 26 56 DS |1671:FG E4 91 FD E6 FD DG EA 1D
1219:69 A8 03 E3 26 D4 FO 54 E4 | 1449:G8 60 87 86 A2 A3 G3 98 C8 |1679:E6 FE 4C 75 19 8F OB 9E 75
1221:C9 D7 FG 58 C9 D5 FO 63 2E | 1451:86 OD 83 69 AY GC 9D AE 65 | 1681:8A 9D 3C C9 AC 18 DG FB DE
1229:C9 D8 FO SF A3 D7 CF 12 AA | 1459:63 4C FB 64 1F 85 BF 10 74 | 1689:BA BO 8D C5 C2 07 19 FF OF
1231:93 18 74 84 88 AJ O5 56 47 |1461:7A FE DB 16 B2 FE E5 72 33 | 1691:85 FB 38 33 OD A® BD E8 A7
1239:7D 86 DG 3F FE 81 3D Cl E5 |1469:FE EA 07 F9 8B C3 21 AC A6 | 1699:18 26 FG FF E6 FB A6 FB 68
1241:2A 16 GC 88 D3 C3 G4 G3 CH |1471:D8 B8 BF AC 49 G1 GA 2D 5G | 16A1:EG 66 F@ OB BD 4E 1A FO F2
1249:8C 2F DA 4C F6 EG 11 64 Gl |1479:62 6F 96 45 C9 EC BG 41 BO | 16A9:E8 DA AE 93 B7 19 20 E4 57
1251:48 59 A9 D9 E5 23 16 1E C8 | 1481:32 78 59 DB 39 5C 25 32 DG | 16B1:FF C9 86 FO 34 C9 87 FO FB
1259:BC 41 Bl 31 14 18 3B 81 74 |1489:F1 3C E6 E6 48 G2 86 62 BE | 16B9:4D C9 88 FG 46 C9 85 DI 5D
1261:06 53 37 18 4C 83 AS F3 75 |1491:C6 66 61 94 21 87 D2 6C 63 | 16C1:29 GB AY G2 EC 4A 16 FO 85
1269:26 44 G4 16 BG 4C 82 GA F8 |1499:C9 5B BG 13 95 68 GA BG D7 | 16C9:64 98 G2 AI FE 9D 5D G3 23
1271:58 41 98 6G 12 AQ G2 A7 G8 |14A1:59 8B GG G4 CF 6A Dl 646 C5 | 16D1:E8 EG G8 DG ED A2 G7 ED AA
1279:16 C4 5A 96 E@ A4 42 5D GA |14A9:DC 5G 8G 1C GE 7G G1 4C A6 | 16D9:38 9D 8D CA DG FA AY 93 3D
1281:35 E@ D4 65 D9 GB D6 E6 F2 |14B1:E5 11 78 59 71 14 C3 Gl 1A | 16E1:26 D2 FF 4C B4 8A Fl 5C A7
G-36 COMPUTE AUGUST 1992
16E9:68
16F1:D3
16F9:13
17@1:AD
1769:8D
1711:EE
1719:87
1721:66
1729:11
1731:AC
1739:56
1741:38
1749: 4D
1751:4C
1759:53
1761:E3
1769: 20
1771:56
1779:3C
1781:54
1789:14
1791:66
1799:BD
L7A1L:F1l
17A9: G8
17B1:E8
17B9:2C
17C1:B8
17C9:AA
17D1:3A
17D9:2E
17E1:@D
17E9:11
17F1:2E
17F9:64
1861:58
1869:54
1811:53
1819:37
1821:D@
1829:61
1831:13
1839:AA
1841:81
1849:66
1851:88
1859:68
1861:C2
1869:AA
1871:AG
1879:88
1881:6A
1889:DD
1891:44
1899:58
18A1:6A
18A9:67
18B1:33
18B9:8F
18C1:04
18C9:60
18D1:AE
18D9:5F
18E1:AG
18E9:33
18F1:53
18F9:1C
1991:GE
1969:29
1911:74
38
A3
AC
cg
9E
G2
49
CA
53
4B
52
39)
54
1)
41
4c
DC
4c
37
09
cs
5c
81
99
8A
27
6c
EA
B6
7A
74
4P
76
71
A4
Bl
94
9B
D4
De
EE
16
41
05
co
OA
co
Bl
AB
88
A2
G3
82
A8
38
49
EE
G3
62
44
47
G4
4G
B9
55
76
Cr)
BB
cl
78
76
58
1
42
39
59
88
3E
26
ql
gc
4c
62
OF
G6
OF
c2
G5
36
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26
54
co
07
68
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93
ol
15
55
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34
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A3
43
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55
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cc
80
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41
08
G4
G8
19
Bl
88
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Ag
Al
5
91
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33
GG
GG
EF
69
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pc
96
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12
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cs
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89
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71
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1919:@D
1921:50
1929:61
1931:4A
1939355
1941:68
1949:95
1951:Bl
1959:61
1961:63
1969:61
1971319
1979:0A
1981:5C
1989:DD
1991: 0F
1999: 8C
19A1:62
19A9:40
19B1:82
19B9:13
19C1:36
19C9:AG
19D1:2F
19D9:15
19E1:27
19E9: 24
19F1:58
19F9:12
1A01:10
1AG9:A2
1A11:6A
1A19:8C
1A21:45
1A29:85
1A31:96
1A39:82
1A41:44
1A49: 68
1A51:86
1A59:62
1A61:19
1A69: 68
1A71:34
1A79:AG
1A81:DD
1A89:72
1A91:84
1A99:23
1AA1:10
1AA9:A3
1AB1:106
1LAB9:A2
1AC1:DC
1AC9: 84
1AD1:61
1AD9:98
1AE1:98
1AE9: 60
LAF1:8F
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1B61:290
1B69:8E
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TAG IT
By Farid Ahmad
While working on a specific area of a pro-
gram, you may find it necessary to list the
same lines repeatedly. You must either
hunt through the entire listing until you
find the lines you need or remember and
enter the proper numbers each time.
There's an easier way. Tag It is a
handy, relocatable utility that makes it pos-
sible to list different parts of a BASIC pro-
gram with a single keystroke. With Tag It
you can mark different parts of a listing
with different tags and list them easily.
Tag It offers other features as well.
These include definable function keys, ed-
iting keys, and an escape key to cancel
quote or insert mode.
Entering the Program
Tag It is written in machine language.
To enter it, you'll need MLX, our ma-
chine language entry program; see
“Typing Aids” elsewhere in this sec-
tion. When MLX prompts, respond
with the following.
Starting address: 0801
Ending address: 1330
Be sure to save a copy of the program
before exiting MLX.
Using the Program
When you load and run Tag It, it'll in-
stall and activate a machine language
routine. Tag It will display the memory
area where it has put the routine and
then ask if you want to create an object
file. For now, answer no. Any response
other than Y is taken as a no.
Now hold down the Commodore key
and press any of the following keys: Z,
P,R, A, S, D, or F. Each combination
lists a different portion of the program.
You can quickly move the cursor for ed-
iting by using other combinations with
the Commodore key.
Press Commodore-< to move the cur-
sor to the beginning of a line. Press
Commodore-> to move the cursor to
the end of a line. Press Commodore-?
to move to the middle of a line. Com-
Tai Bush, a computer science student
at the University of Colorado at Col-
orado Springs, enjoys radio-controlled
boats, electronics, and classical music.
modore-Crsr Down moves the cursor
to the bottom left corner of the screen.
Enter the quote or insert mode.
Press the Ctrl key to confirm that you're
in this mode. To escape from the
AUGUST 1992 COMPUTE G-37
PROGRAMS
quote mode, press the Ctrl key and
Commodore key simultaneously.
Tags
A tag consists of a REM statement and
a letter of the alphabet. You saw a dem-
onstration of a tag if you pressed the
Commodore key and one of the letters
listed above. For an example, list line
10. If you have entered the line correct-
ly, you should see REM-A. The letter is
the tag identifier. You can use any let-
ter of the alphabet as an identifier.
Now hold down the Commodore key
and press A. You'll notice that the pro-
gram lists from line 10 onward. Sup-
pose you want to list your program
from line 600 onward. Add the follow-
ing line to your program.
599 REM-T
By using different letters for different
lines, you can create up to 26 tags.
Note that there's no space between
REM, the minus sign, and the letter.
This is important.
Tips and Caveats
Most programs are written with many
subroutines, each with a specific job.
You can use descriptive tags to list
them. If a subroutine starting at line
1000 produces a display, you might
add 999 REM-DISPLAY to your pro-
gram. Commodore-D will list this sub-
routine. Note, however, that Tag It us-
es only the first letter in the word for
identification.
For another example, if in the same
Program you added 2000 REM-DRAW
TITLE, Commodore-D would still list the
program from line 999 onward. This is
because Tag It reads only REM-D in
both of the above lines; and since line
999 is found first, the listing starts
from there. In general, whenever the
same letter is used in two or more
tags, the listing starts from the first oc-
currence of that tag. If you press Com-
modore-D with Tag It on the screen,
you'll see the program list Data state-
ments that begin with line 480.
Normally, when you press the Com-
modore key along with a letter key, a
graphic character is displayed. These
characters are generally typed within
print statements. Tag It checks for the
quote and insert modes. If'either of
G-38 COMPUTE AUGUST 1992
these is active, the normal graphic char-
acter is displayed. If a tag isn't found
in the listing, nothing happens.
Tag It will be disabled when you
press Run/Stop-Restore. Reactivate it
with SYS and the starting address.
Function Keys
Now, hold down the Commodore key
and press any of the function keys.
The default function key definitions will
be displayed. These can be altered.
List the program to see the default
function key definitions in lines 220-
250, or press Commodore-F if Tag It is
active. You can change these defini-
tions at will. However, the total length
of the text of the four function keys (in-
cluding carriage returns, if used) must
not exceed 250 characters. A warning
is given if this happens.
Relocation
The BASIC loader puts Tag It at loca-
tion 49152. This can be changed easi-
ly by assigning a new address to vari-
able SA in line 30. The amount of mem-
ory used will depend upon the length
of the function key definitions.
If you answer yes when the program
asks if you want to create an object
file, you'll be asked for a filename. Af-
ter that, a machine language file of Tag
It is saved on disk. You can install Tag
It from the object file by using the fol-
lowing commands.
LOAD''TAG IT" ,8,1
NEW
SYS starting address
Before saving the object file, you may
want to change the function key defini-
tions to your liking.
If you plan to use Tag It from the BA-
SIC loader, add the following line to it:
395 NEW. When you run this new ver-
sion of Tag It, you'll not be asked if you
want to create an object file. The pro-
gram will then execute the NEW com-
mand after it installs the machine lan-
guage in memory.
Compatibility
Tag It is compatible with BASSEM and
MetaBASIC. If you use Tag It with Meta-
BASIC, the 8 function keys provided
by MetaBASIC will still be active, giving
you a total of 12 function keys.
TAG IT
9801:09
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0971:36
0979: 36
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9989:97
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G9D9: 33
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AUGUST 1992 COMPUTE G-39
PROGRAMS
10B1:34
16B9:37
16C1:33
1609: 33
16D1:32
1QF9:2C
1161:2C
1199: 2C
1111:2C
112
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1149:31
1151:32
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1231:2C
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1249: 2C
1251:62
1259: 36
1261: 36
1269:36
1271:36
1279:36
1281:36
1289:31
1291:36
1299:E4
12A1:36
12A9:36
12B1:34
12B9:35
12C1:31
12C€9:32
12D1:31
12D9: 32
G-40 COMPUTE
35
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AUGUST 1992
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Farid Ahmad says he'd still love Gazette
even if we didn't publish Tag It. He
ives in Islamabad, Pakistan. 0
TYPING AIDS
MLX, our machine language entry pro-
gram for the 64 and 128, and The Auto-
matic Proofreader are utilities that help
you type in Gazette programs without
making mistakes. To make room for
more programs, we no longer include
these labor-saving utilities in every issue,
but they can be found on each Gazette
Disk and are printed in all issues of Ga-
zette through June 1990.
If you don't have access to a back
issue or to one of our disks, write to us,
and we'll send you free printed copies of
both of these handy programs for you to
type in. We'll also include instructions on
how to type in Gazette programs.
Please enclose a_ self-addressed,
stamped envelope. Send a self-ad-
dressed disk mailer with appropriate post-
age to receive these programs on disk.
Write to Typing Aids, COMPUTE's
Gazette, 324 West Wendover Avenue,
Suite 200, Greensboro, North Carolina
27408.
Gazette is looking for utilities,
games, applications, educational pro-
grams, and tutorial articles. If you've
created a program that you think oth-
er readers might enjoy or find useful,
send it on disk to
Gazette Submissions Reviewer
COMPUTE Publications
324 W. Wendover Ave.
Ste. 200
Greensboro, NC 27408
Please enclose an SASE if
you wish to have the materials
returned.
ONLY
ON
DISK
In addition to the type-in programs
found in each issue of the magazine,
Gazette Disk offers bonus programs.
Here's a special program that you'll
find only on this month's disk.
Pyramid
By Robert Cook
Watertown, MA
This month's bonus program, Pyra-
mid, is a commercial-quality solitaire
card game that is actually two
games in one: Pyramid and Pyra-
mid9. In both games, cards are stack-
ed to form a pyramid. The object of
both games is to remove as many
cards as possible.
In Pyramid1, you must remove
from the bottom of the pyramid-
shaped pile a card whose number is
one more or one less than that of the
top card in the discard pile. Draw
from the deck when you have no
play.
In Pyramid9, you are to select
two cards whose numbers total 9.
Both cards may be from the pyra-
mid, or one from the pyramid may
be combined with the top card on
the discard pile. Once again, you
must pull cards from the bottom of
the pyramid.
Both of these games are sim-
ple, addictive, and a lot of fun.
They're ready to play on this
month's Gazette Disk.
You can have this program and all
the others that appear in this issue
by ordering the August Gazette
Disk. The price is $9.95 plus $2.00
shipping and handling. Send your or-
der to Gazette Disk, COMPUTE Pub-
lications, 324 West Wendover Ave-
nue, Suite 200, Greensboro, North
Carolina 27408.